mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 03:09:18 +02:00
completed unification of render paths
This commit is contained in:
113
Segment.cpp
113
Segment.cpp
@@ -319,16 +319,15 @@ vector3 TSegment::FastGetPoint(double t)
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return (bCurve ? RaInterpolate(t) : ((1.0 - t) * Point1 + (t)*Point2));
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}
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int TSegment::RenderLoft( CVertNormTex* &Output, Math3D::vector3 const &Origin, const vector6 *ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale, int iSkip, int iEnd, double fOffsetX, vector3 **p, bool bRender)
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bool TSegment::RenderLoft( vertex_array &Output, Math3D::vector3 const &Origin, const vector6 *ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale, int iSkip, int iEnd, double fOffsetX, vector3 **p, bool bRender)
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{ // generowanie trójkątów dla odcinka trajektorii ruchu
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// standardowo tworzy triangle_strip dla prostego albo ich zestaw dla łuku
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// po modyfikacji - dla ujemnego (iNumShapePoints) w dodatkowych polach tabeli
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// podany jest przekrój końcowy
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// podsypka toru jest robiona za pomocą 6 punktów, szyna 12, drogi i rzeki na 3+2+3
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int vertexcount{ 0 };
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if( !fTsBuffer )
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return vertexcount; // prowizoryczne zabezpieczenie przed wysypem - ustalić faktyczną przyczynę
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return false; // prowizoryczne zabezpieczenie przed wysypem - ustalić faktyczną przyczynę
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vector3 pos1, pos2, dir, parallel1, parallel2, pt, norm;
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double s, step, fOffset, tv1, tv2, t, fEnd;
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@@ -378,11 +377,6 @@ int TSegment::RenderLoft( CVertNormTex* &Output, Math3D::vector3 const &Origin,
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dir = FastGetDirection( t, fOffset ); // nowy wektor kierunku
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parallel2 = Normalize( vector3( -dir.z, 0.0, dir.x ) ); // wektor poprzeczny
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if( Output == nullptr ) {
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// immediate mode
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::glBegin( GL_TRIANGLE_STRIP );
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}
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if( trapez ) {
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for( int j = 0; j < iNumShapePoints; ++j ) {
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pt = parallel1 * ( jmm1 * ( ShapePoints[ j ].x - fOffsetX ) + m1 * ShapePoints[ j + iNumShapePoints ].x ) + pos1;
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@@ -390,25 +384,12 @@ int TSegment::RenderLoft( CVertNormTex* &Output, Math3D::vector3 const &Origin,
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pt -= Origin;
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norm = ( jmm1 * ShapePoints[ j ].n.x + m1 * ShapePoints[ j + iNumShapePoints ].n.x ) * parallel1;
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norm.y += jmm1 * ShapePoints[ j ].n.y + m1 * ShapePoints[ j + iNumShapePoints ].n.y;
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if( bRender ) { // skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale potrzebować punktów
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if( Output == nullptr ) {
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// immediate mode
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::glNormal3f( norm.x, norm.y, norm.z );
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::glTexCoord2f( (jmm1 * ShapePoints[ j ].z + m1 * ShapePoints[ j + iNumShapePoints ].z) / Texturescale, tv1 );
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::glVertex3f( pt.x, pt.y, pt.z ); // pt nie mamy gdzie zapamiętać?
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}
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else {
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Output->position.x = pt.x;
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Output->position.y = pt.y;
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Output->position.z = pt.z;
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Output->normal.x = norm.x;
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Output->normal.y = norm.y;
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Output->normal.z = norm.z;
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Output->texture.s = (jmm1 * ShapePoints[ j ].z + m1 * ShapePoints[ j + iNumShapePoints ].z) / Texturescale;
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Output->texture.t = tv1;
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++Output;
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}
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++vertexcount;
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if( bRender ) {
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// skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale potrzebować punktów
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Output.emplace_back(
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glm::vec3 { pt.x, pt.y, pt.z },
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glm::vec3 { norm.x, norm.y, norm.z },
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glm::vec2 { ( jmm1 * ShapePoints[ j ].z + m1 * ShapePoints[ j + iNumShapePoints ].z ) / Texturescale, tv1 } );
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}
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if( p ) // jeśli jest wskaźnik do tablicy
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if( *p )
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@@ -423,25 +404,12 @@ int TSegment::RenderLoft( CVertNormTex* &Output, Math3D::vector3 const &Origin,
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pt -= Origin;
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norm = ( jmm1 * ShapePoints[ j ].n.x + m1 * ShapePoints[ j + iNumShapePoints ].n.x ) * parallel2;
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norm.y += jmm1 * ShapePoints[ j ].n.y + m1 * ShapePoints[ j + iNumShapePoints ].n.y;
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if( bRender ) { // skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale potrzebować punktów
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if( Output == nullptr ) {
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// immediate mode
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::glNormal3f( norm.x, norm.y, norm.z );
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::glTexCoord2f( (jmm2 * ShapePoints[ j ].z + m2 * ShapePoints[ j + iNumShapePoints ].z) / Texturescale, tv2 );
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::glVertex3f( pt.x, pt.y, pt.z );
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}
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else {
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Output->position.x = pt.x;
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Output->position.y = pt.y;
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Output->position.z = pt.z;
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Output->normal.x = norm.x;
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Output->normal.y = norm.y;
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Output->normal.z = norm.z;
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Output->texture.s = (jmm2 * ShapePoints[ j ].z + m2 * ShapePoints[ j + iNumShapePoints ].z) / Texturescale;
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Output->texture.t = tv2;
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++Output;
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}
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++vertexcount;
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if( bRender ) {
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// skrzyżowania podczas łączenia siatek mogą nie renderować poboczy, ale potrzebować punktów
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Output.emplace_back(
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glm::vec3 { pt.x, pt.y, pt.z },
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glm::vec3 { norm.x, norm.y, norm.z },
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glm::vec2 { ( jmm2 * ShapePoints[ j ].z + m2 * ShapePoints[ j + iNumShapePoints ].z ) / Texturescale, tv2 } );
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}
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if( p ) // jeśli jest wskaźnik do tablicy
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if( *p )
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@@ -461,61 +429,30 @@ int TSegment::RenderLoft( CVertNormTex* &Output, Math3D::vector3 const &Origin,
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pt -= Origin;
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norm = ShapePoints[ j ].n.x * parallel1;
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norm.y += ShapePoints[ j ].n.y;
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if( Output == nullptr ) {
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// immediate mode
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::glNormal3f( norm.x, norm.y, norm.z );
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::glTexCoord2f( ShapePoints[ j ].z / Texturescale, tv1 );
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::glVertex3f( pt.x, pt.y, pt.z ); // punkt na początku odcinka
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}
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else {
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Output->position.x = pt.x;
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Output->position.y = pt.y;
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Output->position.z = pt.z;
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Output->normal.x = norm.x;
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Output->normal.y = norm.y;
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Output->normal.z = norm.z;
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Output->texture.s = ShapePoints[ j ].z / Texturescale;
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Output->texture.t = tv1;
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++Output;
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}
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++vertexcount;
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Output.emplace_back(
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glm::vec3 { pt.x, pt.y, pt.z },
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glm::vec3 { norm.x, norm.y, norm.z },
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glm::vec2 { ShapePoints[ j ].z / Texturescale, tv1 } );
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pt = parallel2 * ShapePoints[ j ].x + pos2;
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pt.y += ShapePoints[ j ].y;
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pt -= Origin;
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norm = ShapePoints[ j ].n.x * parallel2;
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norm.y += ShapePoints[ j ].n.y;
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if( Output == nullptr ) {
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// immediate mode
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::glNormal3f( norm.x, norm.y, norm.z );
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::glTexCoord2f( ShapePoints[ j ].z / Texturescale, tv2 );
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::glVertex3f( pt.x, pt.y, pt.z ); // punkt na końcu odcinka
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}
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else {
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Output->position.x = pt.x;
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Output->position.y = pt.y;
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Output->position.z = pt.z;
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Output->normal.x = norm.x;
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Output->normal.y = norm.y;
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Output->normal.z = norm.z;
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Output->texture.s = ShapePoints[ j ].z / Texturescale;
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Output->texture.t = tv2;
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++Output;
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}
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++vertexcount;
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Output.emplace_back(
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glm::vec3 { pt.x, pt.y, pt.z },
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glm::vec3 { norm.x, norm.y, norm.z },
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glm::vec2 { ShapePoints[ j ].z / Texturescale, tv2 } );
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}
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}
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}
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if( Output == nullptr ) {
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// immediate mode
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glEnd();
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}
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pos1 = pos2;
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parallel1 = parallel2;
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tv1 = tv2;
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}
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return vertexcount;
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return true;
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};
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void TSegment::Render()
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