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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 18:39:18 +02:00

minor refactoring, shadows colour influenced by sun/moon positions

This commit is contained in:
tmj-fstate
2017-08-03 16:00:48 +02:00
parent c8a70e5280
commit 238ea7547d
9 changed files with 162 additions and 150 deletions

View File

@@ -87,10 +87,9 @@ public:
// methods:
inline
void
update_frustum() { m_frustum.calculate( m_projection, m_modelview ); }
inline
update_frustum() { update_frustum( m_projection, m_modelview ); }
void
update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview) { m_frustum.calculate(Projection, Modelview); }
update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview );
bool
visible( bounding_area const &Area ) const;
bool
@@ -114,15 +113,31 @@ public:
glm::mat4 &
modelview() { return m_modelview; }
inline
cFrustum const &
frustum() { return m_frustum; }
std::vector<glm::vec4> &
frustum_points() { return m_frustumpoints; }
// transforms provided set of clip space points to world space
template <class Iterator_>
void
transform_to_world( Iterator_ First, Iterator_ Last ) const {
std::for_each(
First, Last,
[this]( glm::vec4 &point ) {
// transform each point using the cached matrix...
point = this->m_inversetransformation * point;
// ...and scale by transformed w
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
// debug helper, draws shape of frustum in world space
void
draw( glm::vec3 const &Offset ) const;
private:
// members:
cFrustum m_frustum;
std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
glm::dvec3 m_position;
glm::mat4 m_projection;
glm::mat4 m_modelview;
glm::mat4 m_inversetransformation; // cached transformation to world space
};
// bare-bones render controller, in lack of anything better yet
@@ -207,9 +222,6 @@ private:
opengl_camera camera;
rendermode draw_mode { rendermode::none };
float draw_range { 0.0f };
void
setup( rendermode const Mode, bool const Framebuffersupport, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
};
typedef std::vector<opengl_light> opengllight_array;
@@ -220,6 +232,8 @@ private:
// runs jobs needed to generate graphics for specified render pass
void
Render_pass( rendermode const Mode );
void
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
void
setup_matrices();
void
@@ -269,7 +283,7 @@ private:
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array const &Lights );
Update_Lights( light_array &Lights );
glm::vec3
pick_color( std::size_t const Index );
std::size_t
@@ -309,8 +323,8 @@ private:
float m_drawtime { 1000.f / 30.f * 20.f }; // start with presumed 'neutral' average of 30 fps
std::chrono::steady_clock::time_point m_drawstart; // cached start time of previous frame
float m_framerate;
float m_drawtimecolor { 1000.f / 30.f * 20.f };
float m_drawtimeshadows { 0.f };
float m_drawtimecolorpass { 1000.f / 30.f * 20.f };
float m_drawtimeshadowpass { 0.f };
double m_updateaccumulator { 0.0 };
std::string m_debuginfo;