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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 05:29:18 +02:00

gauge animation precision fix, visualization fix for turntable animations, mouse control repeat rate tweak, rudimentary framebuffer implementation

This commit is contained in:
tmj-fstate
2017-07-20 03:51:44 +02:00
parent d51a4ea985
commit 215a5b6039
10 changed files with 148 additions and 43 deletions

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@@ -14,13 +14,6 @@ http://mozilla.org/MPL/2.0/.
#include "Console.h"
#include "logs.h"
TButton::TButton()
{
iFeedbackBit = 0;
bData = NULL;
Clear();
};
void TButton::Clear(int i)
{
pModelOn = nullptr;

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@@ -36,7 +36,7 @@ class TButton
play( PSound Sound );
public:
TButton();
TButton() = default;
void Clear(int const i = -1);
inline void FeedbackBitSet(int const i) {
iFeedbackBit = 1 << i; };

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@@ -180,7 +180,7 @@ void TGauge::DecValue(double fNewDesired)
void
TGauge::UpdateValue( double fNewDesired, PSound Fallbacksound ) {
if( static_cast<int>( std::round( ( fDesiredValue - fOffset ) / fScale ) ) == static_cast<int>( fNewDesired ) ) {
if( static_cast<int>( std::round( 100.0 * ( fDesiredValue - fOffset ) / fScale ) ) == static_cast<int>( 100.0 * fNewDesired ) ) {
return;
}
fDesiredValue = fNewDesired * fScale + fOffset;

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@@ -87,6 +87,7 @@ float Global::Overcast { 0.1f }; // NOTE: all this weather stuff should be moved
opengl_light Global::DayLight;
int Global::DynamicLightCount { 3 };
bool Global::ScaleSpecularValues { true };
bool Global::RenderShadows { false };
bool Global::bRollFix = true; // czy wykonać przeliczanie przechyłki
bool Global::bJoinEvents = false; // czy grupować eventy o tych samych nazwach
int Global::iHiddenEvents = 1; // czy łączyć eventy z torami poprzez nazwę toru
@@ -544,6 +545,11 @@ void Global::ConfigParse(cParser &Parser)
Parser.getTokens();
Parser >> Global::ScaleSpecularValues;
}
else if( token == "shadows" ) {
// shadow render toggle
Parser.getTokens();
Parser >> Global::RenderShadows;
}
else if (token == "smoothtraction")
{
// podwójna jasność ambient

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@@ -226,6 +226,7 @@ class Global
static opengl_light DayLight;
static int DynamicLightCount;
static bool ScaleSpecularValues;
static bool RenderShadows;
static int iSlowMotion;
static TDynamicObject *changeDynObj;

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@@ -1267,31 +1267,32 @@ void TTrack::create_geometry( geometrybank_handle const &Bank ) {
}
vertex_array vertices;
Segment->RenderLoft(vertices, origin, bpts1, iTrapezoid ? -4 : 4, fTexLength);
if( ( Bank != 0 ) && ( true == Geometry2.empty() ) ) {
Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
}
if( ( Bank == 0 ) && ( false == Geometry2.empty() ) ) {
// special variant, replace existing data for a turntable track
GfxRenderer.Replace( vertices, Geometry2[ 0 ] );
}
else {
Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
}
}
if (TextureID1)
{ // szyny - generujemy dwie, najwyżej rysować się będzie jedną
vertex_array vertices;
if( ( Bank != 0 ) && ( true == Geometry1.empty() ) ) {
Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
vertices.clear(); // reuse the scratchpad
Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
}
if( ( Bank == 0 ) && ( false == Geometry1.empty() ) ) {
// special variant, replace existing data for a turntable track
Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
GfxRenderer.Replace( vertices, Geometry1[ 0 ] );
vertices.clear(); // reuse the scratchpad
Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
GfxRenderer.Replace( vertices, Geometry1[ 1 ] );
}
else {
Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
vertices.clear(); // reuse the scratchpad
Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
}
}
break;
case tt_Switch: // dla zwrotnicy dwa razy szyny

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@@ -125,9 +125,11 @@ mouse_input::button( int const Button, int const Action ) {
// TODO: pass correct entity id once the missing systems are in place
m_relay.post( mousecommand, 0, 0, Action, 0 );
m_updateaccumulator = 0.0; // prevent potential command repeat right after issuing one
/*
if( mousecommand == user_command::mastercontrollerincrease ) {
m_updateaccumulator -= 0.15; // extra pause on first increase of master controller
}
*/
switch( mousecommand ) {
case user_command::mastercontrollerincrease:
case user_command::mastercontrollerdecrease:

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@@ -120,10 +120,9 @@ opengl_renderer::Init( GLFWwindow *Window ) {
m_lights.emplace_back( light );
}
#ifdef EU07_USE_PICKING_FRAMEBUFFER
// pick buffer resources
if( true == m_framebuffersupport ) {
// try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x512
int const width { 1024 };
int const height { 512 };
// try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x1024 (height of 512 would suffice but, eh)
// texture
::glGenTextures( 1, &m_picktexture );
::glBindTexture( GL_TEXTURE_2D, m_picktexture );
@@ -131,18 +130,17 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_pickbuffersize, m_pickbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
// depth buffer
::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer );
::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height );
// create and set up the framebuffer
::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, m_pickbuffersize, m_pickbuffersize );
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_pickframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer );
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_picktexture, 0 );
::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
//-------------------------
//Does the GPU support current FBO configuration?
// check if we got it working
GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Picking framebuffer setup complete" );
@@ -154,6 +152,41 @@ opengl_renderer::Init( GLFWwindow *Window ) {
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
}
#endif
// shadowmap resources
if( ( true == Global::RenderShadows )
&& ( true == m_framebuffersupport ) ) {
// texture:
::glGenTextures( 1, &m_shadowtexture );
::glBindTexture( GL_TEXTURE_2D, m_shadowtexture );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
// enable shadow comparison: true (ie not in shadow) if r<=texture...
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
// ...shadow comparison should generate an INTENSITY result
::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_shadowframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer );
::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_shadowtexture, 0 );
// check if we got it working
GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Shadows framebuffer setup complete" );
}
else {
ErrorLog( "Shadows framebuffer setup failed" );
m_framebuffersupport = false;
Global::RenderShadows = false;
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
::glDrawBuffer( GL_BACK );
}
::glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
// preload some common textures
WriteLog( "Loading common gfx data..." );
@@ -205,7 +238,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
// TODO: run shadowmap pass before color
// ::glViewport( 0, 0, Global::ScreenWidth, Global::ScreenHeight );
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, Global::ScreenWidth, Global::ScreenHeight );
#endif
if( World.InitPerformed() ) {
auto const skydomecolour = World.Environment.m_skydome.GetAverageColor();
::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.0f ); // kolor nieba
@@ -234,9 +269,33 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
break;
}
case rendermode::shadows: {
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize ); // TODO: separate shadow buffer
#endif
::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( World.InitPerformed() ) {
// setup
m_renderpass.draw_range = 500.0f; // 1.5km square centered around camera
Render_projection();
Render_camera();
::glDepthFunc( GL_LEQUAL );
// render
// opaque parts...
Render_setup();
Render( &World.Ground );
}
break;
}
case rendermode::pickcontrols: {
// ::glViewport( 0, 0, 1024, 512 );
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize );
#endif
::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
@@ -259,7 +318,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
case rendermode::pickscenery: {
// ::glViewport( 0, 0, 1024, 512 );
#ifdef EU07_USE_PICKING_FRAMEBUFFER
::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize );
#endif
::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
@@ -319,6 +380,12 @@ opengl_renderer::Render_projection() {
*/
case rendermode::shadows: {
// TODO: set parallel projection
::gluPerspective(
Global::FieldOfView,
1.f,
// std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
2.f,
m_renderpass.draw_range * Global::fDistanceFactor );
break;
}
@@ -346,7 +413,7 @@ opengl_renderer::Render_camera() {
break;
}
case rendermode::shadows: {
m_renderpass.camera.position() = Global::pCameraPosition - glm::dvec3{ Global::DayLight.direction * 750.f };
m_renderpass.camera.position() = Global::pCameraPosition - glm::dvec3{ Global::DayLight.direction * 250.f };
m_renderpass.camera.position().y = std::max( 50.0, m_renderpass.camera.position().y ); // prevent shadow source from dipping too low
viewmatrix = glm::lookAt(
m_renderpass.camera.position(),
@@ -1258,6 +1325,9 @@ opengl_renderer::Render( TSubModel *Submodel ) {
// rysuj gdy element nieprzezroczysty
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glEnable( GL_NORMALIZE ); break; }
@@ -1266,6 +1336,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
default: {
break; }
}
#else
if( true == m_renderspecular ) {
::glEnable( GL_NORMALIZE );
}
#endif
// material configuration:
// textures...
if( Submodel->TextureID < 0 ) { // zmienialne skóry
@@ -1280,6 +1355,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
if( ( true == m_renderspecular ) && ( Global::DayLight.specular.a > 0.01f ) ) {
// specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * Global::DayLight.specular.a * m_specularopaquescalefactor ) );
::glEnable( GL_RESCALE_NORMAL );
}
// ...luminance
if( Global::fLuminance < Submodel->fLight ) {
@@ -1298,6 +1374,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
}
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glDisable( GL_NORMALIZE ); break; }
@@ -1306,6 +1383,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
default: {
break; }
}
#else
if( true == m_renderspecular ) {
::glDisable( GL_NORMALIZE );
}
#endif
break;
}
case rendermode::shadows:
@@ -1800,6 +1882,9 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// renderowanie obiektów OpenGL
if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
{
// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glEnable( GL_NORMALIZE ); break; }
@@ -1808,6 +1893,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
default: {
break; }
}
#else
if( true == m_renderspecular ) {
::glEnable( GL_NORMALIZE );
}
#endif
// textures...
if( Submodel->TextureID < 0 ) { // zmienialne skóry
Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
@@ -1838,6 +1928,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
}
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
case TSubModel::normalize: {
::glDisable( GL_NORMALIZE ); break; }
@@ -1846,6 +1937,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
default: {
break; }
}
#else
if( true == m_renderspecular ) {
::glDisable( GL_NORMALIZE );
}
#endif
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
@@ -1954,12 +2050,14 @@ opengl_renderer::Update_Pick_Control() {
glm::dvec2 mousepos;
glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
mousepos.y = Global::ScreenHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
/*
#ifdef EU07_USE_PICKING_FRAMEBUFFER
glm::ivec2 pickbufferpos {
mousepos.x * 1024.0f / Global::ScreenWidth,
mousepos.y * 512.0f / Global::ScreenHeight };
*/
mousepos.x * m_pickbuffersize / Global::ScreenWidth,
mousepos.y * m_pickbuffersize / Global::ScreenHeight };
#else
glm::ivec2 pickbufferpos{ mousepos };
#endif
unsigned char pickreadout[4];
::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout );
@@ -1998,12 +2096,14 @@ opengl_renderer::Update_Pick_Node() {
glm::dvec2 mousepos;
glfwGetCursorPos( m_window, &mousepos.x, &mousepos.y );
mousepos.y = Global::ScreenHeight - mousepos.y; // cursor coordinates are flipped compared to opengl
/*
#ifdef EU07_USE_PICKING_FRAMEBUFFER
glm::ivec2 pickbufferpos {
mousepos.x * 1024.0f / Global::ScreenWidth,
mousepos.y * 512.0f / Global::ScreenHeight };
*/
mousepos.x * m_pickbuffersize / Global::ScreenWidth,
mousepos.y * m_pickbuffersize / Global::ScreenHeight };
#else
glm::ivec2 pickbufferpos{ mousepos };
#endif
unsigned char pickreadout[4];
::glReadPixels( pickbufferpos.x, pickbufferpos.y, 1, 1, GL_BGRA, GL_UNSIGNED_BYTE, pickreadout );
@@ -2198,15 +2298,13 @@ opengl_renderer::Init_caps() {
WriteLog( "Supported extensions:" + std::string((char *)glGetString( GL_EXTENSIONS )) );
WriteLog( std::string("Render path: ") + ( Global::bUseVBO ? "VBO" : "Display lists" ) );
#ifdef EU07_USE_PICKING_FRAMEBUFFER
if( GLEW_EXT_framebuffer_object ) {
m_framebuffersupport = true;
WriteLog( "Framebuffer objects enabled" );
}
else {
WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering" );
WriteLog( "Framebuffer objects not supported, resorting to back buffer rendering where possible" );
}
#endif
if( Global::iMultisampling )
WriteLog( "Using multisampling x" + std::to_string( 1 << Global::iMultisampling ) );
// ograniczenie maksymalnego rozmiaru tekstur - parametr dla skalowania tekstur

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@@ -254,7 +254,11 @@ private:
GLuint m_pickframebuffer { 0 }; // TODO: refactor pick framebuffer stuff into an object
GLuint m_picktexture { 0 };
GLuint m_pickdepthbuffer { 0 };
int m_pickbuffersize { 1024 }; // size of (square) textures bound with the pick framebuffer
#endif
GLuint m_shadowframebuffer { 0 };
GLuint m_shadowtexture { 0 };
int m_shadowbuffersize { 2048 };
GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
geometry_handle m_billboardgeometry { 0, 0 };

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@@ -1,5 +1,5 @@
#pragma once
#define VERSION_MAJOR 17
#define VERSION_MINOR 715
#define VERSION_MINOR 717
#define VERSION_REVISION 0