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:
@@ -14,13 +14,6 @@ http://mozilla.org/MPL/2.0/.
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#include "Console.h"
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#include "logs.h"
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TButton::TButton()
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{
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iFeedbackBit = 0;
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bData = NULL;
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Clear();
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};
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void TButton::Clear(int i)
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{
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pModelOn = nullptr;
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2
Button.h
2
Button.h
@@ -36,7 +36,7 @@ class TButton
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play( PSound Sound );
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public:
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TButton();
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TButton() = default;
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void Clear(int const i = -1);
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inline void FeedbackBitSet(int const i) {
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iFeedbackBit = 1 << i; };
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@@ -180,7 +180,7 @@ void TGauge::DecValue(double fNewDesired)
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void
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TGauge::UpdateValue( double fNewDesired, PSound Fallbacksound ) {
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if( static_cast<int>( std::round( ( fDesiredValue - fOffset ) / fScale ) ) == static_cast<int>( fNewDesired ) ) {
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if( static_cast<int>( std::round( 100.0 * ( fDesiredValue - fOffset ) / fScale ) ) == static_cast<int>( 100.0 * fNewDesired ) ) {
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return;
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}
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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
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opengl_light Global::DayLight;
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int Global::DynamicLightCount { 3 };
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bool Global::ScaleSpecularValues { true };
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bool Global::RenderShadows { false };
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bool Global::bRollFix = true; // czy wykonać przeliczanie przechyłki
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bool Global::bJoinEvents = false; // czy grupować eventy o tych samych nazwach
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int Global::iHiddenEvents = 1; // czy łączyć eventy z torami poprzez nazwę toru
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@@ -544,6 +545,11 @@ void Global::ConfigParse(cParser &Parser)
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Parser.getTokens();
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Parser >> Global::ScaleSpecularValues;
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}
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else if( token == "shadows" ) {
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// shadow render toggle
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Parser.getTokens();
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Parser >> Global::RenderShadows;
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}
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else if (token == "smoothtraction")
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{
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// podwójna jasność ambient
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@@ -226,6 +226,7 @@ class Global
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static opengl_light DayLight;
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static int DynamicLightCount;
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static bool ScaleSpecularValues;
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static bool RenderShadows;
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static int iSlowMotion;
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static TDynamicObject *changeDynObj;
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21
Track.cpp
21
Track.cpp
@@ -1267,31 +1267,32 @@ void TTrack::create_geometry( geometrybank_handle const &Bank ) {
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}
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vertex_array vertices;
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Segment->RenderLoft(vertices, origin, bpts1, iTrapezoid ? -4 : 4, fTexLength);
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if( ( Bank != 0 ) && ( true == Geometry2.empty() ) ) {
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Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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}
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if( ( Bank == 0 ) && ( false == Geometry2.empty() ) ) {
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// special variant, replace existing data for a turntable track
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GfxRenderer.Replace( vertices, Geometry2[ 0 ] );
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}
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else {
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Geometry2.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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}
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}
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if (TextureID1)
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{ // szyny - generujemy dwie, najwyżej rysować się będzie jedną
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vertex_array vertices;
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if( ( Bank != 0 ) && ( true == Geometry1.empty() ) ) {
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Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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vertices.clear(); // reuse the scratchpad
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Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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}
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if( ( Bank == 0 ) && ( false == Geometry1.empty() ) ) {
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// special variant, replace existing data for a turntable track
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Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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GfxRenderer.Replace( vertices, Geometry1[ 0 ] );
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vertices.clear(); // reuse the scratchpad
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Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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GfxRenderer.Replace( vertices, Geometry1[ 1 ] );
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}
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else {
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Segment->RenderLoft( vertices, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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vertices.clear(); // reuse the scratchpad
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Segment->RenderLoft( vertices, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength );
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Geometry1.emplace_back( GfxRenderer.Insert( vertices, Bank, GL_TRIANGLE_STRIP ) );
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}
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}
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break;
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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 ) {
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// TODO: pass correct entity id once the missing systems are in place
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m_relay.post( mousecommand, 0, 0, Action, 0 );
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m_updateaccumulator = 0.0; // prevent potential command repeat right after issuing one
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/*
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if( mousecommand == user_command::mastercontrollerincrease ) {
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m_updateaccumulator -= 0.15; // extra pause on first increase of master controller
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}
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*/
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switch( mousecommand ) {
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case user_command::mastercontrollerincrease:
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case user_command::mastercontrollerdecrease:
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144
renderer.cpp
144
renderer.cpp
@@ -120,10 +120,9 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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m_lights.emplace_back( light );
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}
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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// pick buffer resources
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if( true == m_framebuffersupport ) {
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// try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x512
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int const width { 1024 };
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int const height { 512 };
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// try to create the pick buffer. RGBA8 2D texture, 24 bit depth texture, 1024x1024 (height of 512 would suffice but, eh)
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// texture
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::glGenTextures( 1, &m_picktexture );
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::glBindTexture( GL_TEXTURE_2D, m_picktexture );
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@@ -131,18 +130,17 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, m_pickbuffersize, m_pickbuffersize, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
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// depth buffer
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::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer );
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::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
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::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, width, height );
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// create and set up the framebuffer
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::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, m_pickbuffersize, m_pickbuffersize );
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// create and assemble the framebuffer
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::glGenFramebuffersEXT( 1, &m_pickframebuffer );
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::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_pickframebuffer );
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::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_picktexture, 0 );
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::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
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//-------------------------
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//Does the GPU support current FBO configuration?
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// check if we got it working
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GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
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if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
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WriteLog( "Picking framebuffer setup complete" );
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@@ -154,6 +152,41 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
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}
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#endif
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// shadowmap resources
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if( ( true == Global::RenderShadows )
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&& ( true == m_framebuffersupport ) ) {
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// texture:
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::glGenTextures( 1, &m_shadowtexture );
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::glBindTexture( GL_TEXTURE_2D, m_shadowtexture );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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// enable shadow comparison: true (ie not in shadow) if r<=texture...
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
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// ...shadow comparison should generate an INTENSITY result
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::glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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::glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_shadowbuffersize, m_shadowbuffersize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL );
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// create and assemble the framebuffer
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::glGenFramebuffersEXT( 1, &m_shadowframebuffer );
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::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer );
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::glDrawBuffer( GL_NONE ); // we won't be rendering colour data, so can skip the colour attachment
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::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, m_shadowtexture, 0 );
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// check if we got it working
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GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
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if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
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WriteLog( "Shadows framebuffer setup complete" );
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}
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else {
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ErrorLog( "Shadows framebuffer setup failed" );
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m_framebuffersupport = false;
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Global::RenderShadows = false;
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}
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::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
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::glDrawBuffer( GL_BACK );
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}
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::glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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// preload some common textures
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WriteLog( "Loading common gfx data..." );
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@@ -205,7 +238,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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// TODO: run shadowmap pass before color
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// ::glViewport( 0, 0, Global::ScreenWidth, Global::ScreenHeight );
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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::glViewport( 0, 0, Global::ScreenWidth, Global::ScreenHeight );
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#endif
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if( World.InitPerformed() ) {
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auto const skydomecolour = World.Environment.m_skydome.GetAverageColor();
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::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 0.0f ); // kolor nieba
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@@ -234,9 +269,33 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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break;
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}
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case rendermode::shadows: {
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize ); // TODO: separate shadow buffer
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#endif
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::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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if( World.InitPerformed() ) {
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// setup
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m_renderpass.draw_range = 500.0f; // 1.5km square centered around camera
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Render_projection();
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Render_camera();
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::glDepthFunc( GL_LEQUAL );
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// render
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// opaque parts...
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Render_setup();
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Render( &World.Ground );
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}
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break;
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}
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case rendermode::pickcontrols: {
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// ::glViewport( 0, 0, 1024, 512 );
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize );
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#endif
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::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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@@ -259,7 +318,9 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
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case rendermode::pickscenery: {
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// ::glViewport( 0, 0, 1024, 512 );
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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::glViewport( 0, 0, m_pickbuffersize, m_pickbuffersize );
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#endif
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::glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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@@ -319,6 +380,12 @@ opengl_renderer::Render_projection() {
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*/
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case rendermode::shadows: {
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// TODO: set parallel projection
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::gluPerspective(
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Global::FieldOfView,
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1.f,
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// std::max( 1.0f, (float)Global::ScreenWidth ) / std::max( 1.0f, (float)Global::ScreenHeight ),
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2.f,
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m_renderpass.draw_range * Global::fDistanceFactor );
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break;
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}
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@@ -346,7 +413,7 @@ opengl_renderer::Render_camera() {
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break;
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}
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case rendermode::shadows: {
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m_renderpass.camera.position() = Global::pCameraPosition - glm::dvec3{ Global::DayLight.direction * 750.f };
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m_renderpass.camera.position() = Global::pCameraPosition - glm::dvec3{ Global::DayLight.direction * 250.f };
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m_renderpass.camera.position().y = std::max( 50.0, m_renderpass.camera.position().y ); // prevent shadow source from dipping too low
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viewmatrix = glm::lookAt(
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m_renderpass.camera.position(),
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@@ -1258,6 +1325,9 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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// rysuj gdy element nieprzezroczysty
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switch( m_renderpass.draw_mode ) {
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case rendermode::color: {
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// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
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// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
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#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
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switch( Submodel->m_normalizenormals ) {
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case TSubModel::normalize: {
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::glEnable( GL_NORMALIZE ); break; }
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@@ -1266,6 +1336,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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default: {
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break; }
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}
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#else
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if( true == m_renderspecular ) {
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::glEnable( GL_NORMALIZE );
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}
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#endif
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// material configuration:
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// textures...
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if( Submodel->TextureID < 0 ) { // zmienialne skóry
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@@ -1280,6 +1355,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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if( ( true == m_renderspecular ) && ( Global::DayLight.specular.a > 0.01f ) ) {
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// specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements
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::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * Global::DayLight.specular.a * m_specularopaquescalefactor ) );
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::glEnable( GL_RESCALE_NORMAL );
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}
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// ...luminance
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if( Global::fLuminance < Submodel->fLight ) {
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@@ -1298,6 +1374,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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// restore default (lack of) brightness
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::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
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}
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#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
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switch( Submodel->m_normalizenormals ) {
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case TSubModel::normalize: {
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::glDisable( GL_NORMALIZE ); break; }
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@@ -1306,6 +1383,11 @@ opengl_renderer::Render( TSubModel *Submodel ) {
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default: {
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break; }
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}
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#else
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if( true == m_renderspecular ) {
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::glDisable( GL_NORMALIZE );
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}
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#endif
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break;
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}
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case rendermode::shadows:
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@@ -1800,6 +1882,9 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
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// renderowanie obiektów OpenGL
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if( Submodel->iAlpha & Submodel->iFlags & 0x2F ) // rysuj gdy element przezroczysty
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{
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// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
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// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
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#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
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switch( Submodel->m_normalizenormals ) {
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case TSubModel::normalize: {
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::glEnable( GL_NORMALIZE ); break; }
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@@ -1808,6 +1893,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
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default: {
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break; }
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}
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#else
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if( true == m_renderspecular ) {
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::glEnable( GL_NORMALIZE );
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}
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#endif
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// textures...
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if( Submodel->TextureID < 0 ) { // zmienialne skóry
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Bind( Submodel->ReplacableSkinId[ -Submodel->TextureID ] );
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@@ -1838,6 +1928,7 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
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// restore default (lack of) brightness
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::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
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}
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#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
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switch( Submodel->m_normalizenormals ) {
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case TSubModel::normalize: {
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::glDisable( GL_NORMALIZE ); break; }
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@@ -1846,6 +1937,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
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default: {
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break; }
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}
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#else
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if( true == m_renderspecular ) {
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::glDisable( GL_NORMALIZE );
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}
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#endif
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}
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}
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else if( Submodel->eType == TP_FREESPOTLIGHT ) {
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@@ -1954,12 +2050,14 @@ opengl_renderer::Update_Pick_Control() {
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||||
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
|
||||
|
||||
@@ -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 };
|
||||
|
||||
Reference in New Issue
Block a user