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:
144
renderer.cpp
144
renderer.cpp
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user