merge and shadow fixes

This commit is contained in:
VB
2017-07-03 14:08:08 +02:00
21 changed files with 490 additions and 316 deletions

View File

@@ -989,12 +989,6 @@ void TDynamicObject::ABuLittleUpdate(double ObjSqrDist)
}
// ABu 29.01.05 koniec przeklejenia *************************************
double ABuAcos(const vector3 &calc_temp)
{ // Odpowiednik funkcji Arccos, bo cos
// mi tam nie dzialalo.
return atan2(-calc_temp.x, calc_temp.z); // Ra: tak prościej
}
TDynamicObject * TDynamicObject::ABuFindNearestObject(TTrack *Track, TDynamicObject *MyPointer, int &CouplNr)
{
// zwraca wskaznik do obiektu znajdujacego sie na torze (Track), którego sprzęg jest najblizszy kamerze
@@ -4056,8 +4050,9 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
std::size_t i = asModel.find( ',' );
if ( i != std::string::npos )
{ // Ra 2015-01: może szukać przecinka w nazwie modelu, a po przecinku była by liczba tekstur?
if (i < asModel.length())
m_materialdata.multi_textures = asModel[i + 1] - '0';
if( i < asModel.length() ) {
m_materialdata.multi_textures = asModel[ i + 1 ] - '0';
}
m_materialdata.multi_textures = clamp( m_materialdata.multi_textures, 0, 1 ); // na razie ustawiamy na 1
}
asModel = BaseDir + asModel; // McZapkie 2002-07-20: dynamics maja swoje
@@ -4092,7 +4087,7 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
int skinindex = 0;
do {
texture_handle texture = GfxRenderer.GetTextureId( Global::asCurrentTexturePath + ReplacableSkin + "," + std::to_string( skinindex + 1 ), "", Global::iDynamicFiltering, true );
if( false == GfxRenderer.Texture( texture ).is_ready ) {
if( texture == NULL ) {
break;
}
m_materialdata.replacable_skins[ skinindex + 1 ] = texture;
@@ -4105,61 +4100,72 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
}
}
}
else
else {
m_materialdata.replacable_skins[ 1 ] = GfxRenderer.GetTextureId( Global::asCurrentTexturePath + ReplacableSkin, "", Global::iDynamicFiltering );
if( GfxRenderer.Texture( m_materialdata.replacable_skins[ 1 ] ).has_alpha )
m_materialdata.textures_alpha = 0x31310031; // tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
else
m_materialdata.textures_alpha = 0x30300030; // wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych
if( m_materialdata.replacable_skins[ 2 ] )
if( GfxRenderer.Texture( m_materialdata.replacable_skins[ 2 ] ).has_alpha )
m_materialdata.textures_alpha |= 0x02020002; // tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
if( m_materialdata.replacable_skins[ 3 ] )
if( GfxRenderer.Texture( m_materialdata.replacable_skins[ 3 ] ).has_alpha )
m_materialdata.textures_alpha |= 0x04040004; // tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
if( m_materialdata.replacable_skins[ 4 ] )
if( GfxRenderer.Texture( m_materialdata.replacable_skins[ 4 ] ).has_alpha )
m_materialdata.textures_alpha |= 0x08080008; // tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
}
if( GfxRenderer.Texture( m_materialdata.replacable_skins[ 1 ] ).has_alpha ) {
// tekstura -1 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
m_materialdata.textures_alpha = 0x31310031;
}
else {
// wszystkie tekstury nieprzezroczyste - nie renderować w cyklu przezroczystych
m_materialdata.textures_alpha = 0x30300030;
}
if( ( m_materialdata.replacable_skins[ 2 ] )
&& ( GfxRenderer.Texture( m_materialdata.replacable_skins[ 2 ] ).has_alpha ) ) {
// tekstura -2 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
m_materialdata.textures_alpha |= 0x02020002;
}
if( ( m_materialdata.replacable_skins[ 3 ] )
&& ( GfxRenderer.Texture( m_materialdata.replacable_skins[ 3 ] ).has_alpha ) ) {
// tekstura -3 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
m_materialdata.textures_alpha |= 0x04040004;
}
if( ( m_materialdata.replacable_skins[ 4 ] )
&& ( GfxRenderer.Texture( m_materialdata.replacable_skins[ 4 ] ).has_alpha ) ) {
// tekstura -4 z kanałem alfa - nie renderować w cyklu nieprzezroczystych
m_materialdata.textures_alpha |= 0x08080008;
}
}
if (!MoverParameters->LoadAccepted.empty())
// if (MoverParameters->LoadAccepted!=AnsiString("")); // &&
// MoverParameters->LoadType!=AnsiString("passengers"))
if (MoverParameters->EnginePowerSource.SourceType == CurrentCollector)
{ // wartość niby "pantstate" - nazwa dla formalności, ważna jest ilość
if (MoverParameters->Load == 1)
MoverParameters->PantFront(true);
else if (MoverParameters->Load == 2)
MoverParameters->PantRear(true);
else if (MoverParameters->Load == 3)
{
MoverParameters->PantFront(true);
MoverParameters->PantRear(true);
if( !MoverParameters->LoadAccepted.empty() ) {
if( MoverParameters->EnginePowerSource.SourceType == CurrentCollector ) {
// wartość niby "pantstate" - nazwa dla formalności, ważna jest ilość
if( MoverParameters->Load == 1 ) {
MoverParameters->PantFront( true );
}
else if (MoverParameters->Load == 4)
MoverParameters->DoubleTr = -1;
else if (MoverParameters->Load == 5)
{
MoverParameters->DoubleTr = -1;
MoverParameters->PantRear(true);
else if( MoverParameters->Load == 2 ) {
MoverParameters->PantRear( true );
}
else if (MoverParameters->Load == 6)
{
MoverParameters->DoubleTr = -1;
MoverParameters->PantFront(true);
else if( MoverParameters->Load == 3 ) {
MoverParameters->PantFront( true );
MoverParameters->PantRear( true );
}
else if (MoverParameters->Load == 7)
{
else if( MoverParameters->Load == 4 ) {
MoverParameters->DoubleTr = -1;
MoverParameters->PantFront(true);
MoverParameters->PantRear(true);
}
else if( MoverParameters->Load == 5 ) {
MoverParameters->DoubleTr = -1;
MoverParameters->PantRear( true );
}
else if( MoverParameters->Load == 6 ) {
MoverParameters->DoubleTr = -1;
MoverParameters->PantFront( true );
}
else if( MoverParameters->Load == 7 ) {
MoverParameters->DoubleTr = -1;
MoverParameters->PantFront( true );
MoverParameters->PantRear( true );
}
}
else // Ra: tu wczytywanie modelu ładunku jest w porządku
{
else {
// Ra: tu wczytywanie modelu ładunku jest w porządku
if( false == asLoadName.empty() ) {
mdLoad = TModelsManager::GetModel( asLoadName, true ); // ladunek
}
}
}
Global::asCurrentTexturePath = szTexturePath; // z powrotem defaultowa sciezka do tekstur
do {
token = "";
@@ -4198,11 +4204,9 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
}
// WriteLog("Total animations: "+AnsiString(iAnimations));
}
/*
if( nullptr == pAnimations )
*/
if( true == pAnimations.empty() )
{ // Ra: tworzenie tabeli animacji, jeśli jeszcze nie było
if( true == pAnimations.empty() ) {
// Ra: tworzenie tabeli animacji, jeśli jeszcze nie było
/*
// disabled as default animation amounts are no longer supported
if( !iAnimations ) {
@@ -4217,9 +4221,6 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
iAnimType[ANIM_PANTS]=0;
}
*/
/*
pAnimations = new TAnim[iAnimations];
*/
pAnimations.resize( iAnimations );
int i, j, k = 0, sm = 0;
for (j = 0; j < ANIM_TYPES; ++j)
@@ -4229,9 +4230,6 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
if (!pants)
if (iAnimType[ANIM_PANTS]) // o ile jakieś pantografy są (a domyślnie są)
pants = &pAnimations[k]; // zapamiętanie na potrzeby wyszukania submodeli
/*
pants = pAnimations + k; // zapamiętanie na potrzeby wyszukania submodeli
*/
pAnimations[k].iShift = sm; // przesunięcie do przydzielenia wskaźnika
sm += pAnimations[k++].TypeSet(j); // ustawienie typu animacji i zliczanie tablicowanych submodeli
}
@@ -4281,8 +4279,7 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
if (pAnimations[i].smAnimated)
{ //++iAnimatedAxles;
pAnimations[i].smAnimated->WillBeAnimated(); // wyłączenie optymalizacji transformu
/* pAnimations[i].yUpdate = UpdateAxle; // animacja osi
*/ pAnimations[ i ].yUpdate = std::bind( &TDynamicObject::UpdateAxle, this, std::placeholders::_1 );
pAnimations[i].yUpdate = std::bind( &TDynamicObject::UpdateAxle, this, std::placeholders::_1 );
pAnimations[i].fMaxDist = 50 * MoverParameters->WheelDiameter; // nie kręcić w większej odległości
pAnimations[i].fMaxDist *= pAnimations[i].fMaxDist * MoverParameters->WheelDiameter; // 50m do kwadratu, a średnica do trzeciej
pAnimations[i].fMaxDist *= Global::fDistanceFactor; // współczynnik przeliczeniowy jakości ekranu
@@ -4671,20 +4668,16 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
switch (MoverParameters->DoorOpenMethod)
{ // od razu zapinamy potrzebny typ animacji
case 1:
/* pAnimations[i + j].yUpdate = UpdateDoorTranslate;
*/ pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorTranslate, this, std::placeholders::_1 );
pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorTranslate, this, std::placeholders::_1 );
break;
case 2:
/* pAnimations[i + j].yUpdate = UpdateDoorRotate;
*/ pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorRotate, this, std::placeholders::_1 );
pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorRotate, this, std::placeholders::_1 );
break;
case 3:
/* pAnimations[i + j].yUpdate = UpdateDoorFold;
*/ pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorFold, this, std::placeholders::_1 );
pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorFold, this, std::placeholders::_1 );
break; // obrót 3 kolejnych submodeli
case 4:
/* pAnimations[i + j].yUpdate = UpdateDoorPlug;
*/ pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorPlug, this, std::placeholders::_1 );
pAnimations[ i + j ].yUpdate = std::bind( &TDynamicObject::UpdateDoorPlug, this, std::placeholders::_1 );
break;
default:
break;

View File

@@ -150,16 +150,21 @@ double TGauge::GetValue() const {
return ( fValue - fOffset ) / fScale;
}
void TGauge::Update()
{
void TGauge::Update() {
float dt = Timer::GetDeltaTime();
if( ( fFriction > 0 ) && ( dt < 0.5 * fFriction ) ) {
// McZapkie-281102: zabezpieczenie przed oscylacjami dla dlugich czasow
fValue += dt * ( fDesiredValue - fValue ) / fFriction;
}
else
else {
fValue = fDesiredValue;
if (SubModel)
}
if( std::abs( fDesiredValue - fValue ) <= 0.001 ) {
// close enough, we can stop updating the model
fValue = fDesiredValue; // set it exactly as requested just in case it matters
}
if( SubModel )
{ // warunek na wszelki wypadek, gdyby się submodel nie podłączył
TSubModel *sm;
switch (eType)

View File

@@ -113,17 +113,18 @@ double PFVd( double PH, double PL, double const S, double LIM, double const DP )
if (LIM < PH)
{
LIM = LIM + 1;
PH = PH + 1; // wyzsze cisnienie absolutne
PL = PL + 1; // nizsze cisnienie absolutne
PH = PH + 1.0; // wyzsze cisnienie absolutne
PL = PL + 1.0; // nizsze cisnienie absolutne
assert( PH != PL );
double sg = PL / PH; // bezwymiarowy stosunek cisnien
double FM = PH * 197 * S; // najwyzszy mozliwy przeplyw, wraz z kierunkiem
double FM = PH * 197.0 * S; // najwyzszy mozliwy przeplyw, wraz z kierunkiem
if ((PH - LIM) < 0.1)
FM = FM * (PH - LIM) / DP; // jesli jestesmy przy nastawieniu, to zawor sie przymyka
if ((sg > 0.5)) // jesli ponizej stosunku krytycznego
if ((PH - PL) < DPL) // niewielka roznica cisnien
return (PH - PL) / DPL * FM * 2 * std::sqrt((sg) * (1 - sg));
return (PH - PL) / DPL * FM * 2.0 * std::sqrt((sg) * (1.0 - sg));
else
return FM * 2 * std::sqrt((sg) * (1 - sg));
return FM * 2.0 * std::sqrt((sg) * (1.0 - sg));
else // powyzej stosunku krytycznego
return FM;
}
@@ -150,7 +151,7 @@ void TReservoir::Flow(double dv)
void TReservoir::Act()
{
Vol = Vol + dVol;
Vol = std::max( 0.0, Vol + dVol );
dVol = 0;
}
@@ -2131,39 +2132,34 @@ double TFV4a::GetPF(double i_bcp, double PP, double HP, double dt, double ep)
{
static int const LBDelay = 100;
double LimPP;
double dpPipe;
double dpMainValve;
double ActFlowSpeed;
ep = PP; // SPKS!!
LimPP = Min0R(BPT[lround(i_bcp) + 2][1], HP);
ActFlowSpeed = BPT[lround(i_bcp) + 2][0];
double LimPP = std::min(BPT[std::lround(i_bcp) + 2][1], HP);
double ActFlowSpeed = BPT[std::lround(i_bcp) + 2][0];
if ((i_bcp == i_bcpno))
LimPP = 2.9;
CP = CP + 20 * Min0R(abs(LimPP - CP), 0.05) * PR(CP, LimPP) * dt / 1;
RP = RP + 20 * Min0R(abs(ep - RP), 0.05) * PR(RP, ep) * dt / 2.5;
CP = CP + 20 * std::min(std::abs(LimPP - CP), 0.05) * PR(CP, LimPP) * dt / 1;
RP = RP + 20 * std::min(std::abs(ep - RP), 0.05) * PR(RP, ep) * dt / 2.5;
LimPP = CP;
dpPipe = Min0R(HP, LimPP);
double dpPipe = std::min(HP, LimPP);
dpMainValve = PF(dpPipe, PP, ActFlowSpeed / LBDelay) * dt;
double dpMainValve = PF(dpPipe, PP, ActFlowSpeed / LBDelay) * dt;
if ((CP > RP + 0.05))
dpMainValve = PF(Min0R(CP + 0.1, HP), PP, 1.1 * ActFlowSpeed / LBDelay) * dt;
dpMainValve = PF(std::min(CP + 0.1, HP), PP, 1.1 * ActFlowSpeed / LBDelay) * dt;
if ((CP < RP - 0.05))
dpMainValve = PF(CP - 0.1, PP, 1.1 * ActFlowSpeed / LBDelay) * dt;
if (lround(i_bcp) == -1)
{
CP = CP + 5 * Min0R(abs(LimPP - CP), 0.2) * PR(CP, LimPP) * dt / 2;
CP = CP + 5 * std::min(std::abs(LimPP - CP), 0.2) * PR(CP, LimPP) * dt / 2;
if ((CP < RP + 0.03))
if ((TP < 5))
TP = TP + dt;
// if(cp+0.03<5.4)then
if ((RP + 0.03 < 5.4) || (CP + 0.03 < 5.4)) // fala
dpMainValve = PF(Min0R(HP, 17.1), PP, ActFlowSpeed / LBDelay) * dt;
dpMainValve = PF(std::min(HP, 17.1), PP, ActFlowSpeed / LBDelay) * dt;
// dpMainValve:=20*Min0R(abs(ep-7.1),0.05)*PF(HP,pp,ActFlowSpeed/LBDelay)*dt;
else
{
@@ -2183,9 +2179,9 @@ double TFV4a::GetPF(double i_bcp, double PP, double HP, double dt, double ep)
TP = TP - dt / 12 / 2;
}
if ((CP > RP + 0.1) && (CP <= 5))
dpMainValve = PF(Min0R(CP + 0.25, HP), PP, 2 * ActFlowSpeed / LBDelay) * dt;
dpMainValve = PF(std::min(CP + 0.25, HP), PP, 2 * ActFlowSpeed / LBDelay) * dt;
else if (CP > 5)
dpMainValve = PF(Min0R(CP, HP), PP, 2 * ActFlowSpeed / LBDelay) * dt;
dpMainValve = PF(std::min(CP, HP), PP, 2 * ActFlowSpeed / LBDelay) * dt;
else
dpMainValve = PF(dpPipe, PP, ActFlowSpeed / LBDelay) * dt;
}
@@ -2208,8 +2204,8 @@ void TFV4a::Init(double Press)
double TFV4aM::GetPF(double i_bcp, double PP, double HP, double dt, double ep)
{
static int const LBDelay = 100;
static double const xpM = 0.3; // mnoznik membrany komory pod
int const LBDelay { 100 };
double const xpM { 0.3 }; // mnoznik membrany komory pod
ep = (PP / 2.0) * 1.5 + (ep / 2.0) * 0.5; // SPKS!!
@@ -2293,13 +2289,10 @@ double TFV4aM::GetPF(double i_bcp, double PP, double HP, double dt, double ep)
double const ActFlowSpeed = BPT[ std::lround( i_bcp ) + 2 ][ 0 ];
double dpMainValve;
if( dpPipe > PP ) {
dpMainValve = -PFVa( HP, PP, ActFlowSpeed / LBDelay, dpPipe, 0.4 );
}
else {
dpMainValve = PFVd( PP, 0, ActFlowSpeed / LBDelay, dpPipe, 0.4 );
}
double dpMainValve = (
dpPipe > PP ?
-PFVa( HP, PP, ActFlowSpeed / LBDelay, dpPipe, 0.4 ) :
PFVd( PP, 0, ActFlowSpeed / LBDelay, dpPipe, 0.4 ) );
if (EQ(i_bcp, -1)) {

View File

@@ -106,7 +106,7 @@ int TSubModel::SeekFaceNormal(std::vector<unsigned int> const &Masks, int const
// pętla po trójkątach, od trójkąta (f)
if( Masks[ faceidx ] & Mask ) {
// jeśli wspólna maska powierzchni
for( int vertexidx = 0; vertexidx < 2; ++vertexidx ) {
for( int vertexidx = 0; vertexidx < 3; ++vertexidx ) {
if( Vertices[ 3 * faceidx + vertexidx ].position == Position ) {
return 3 * faceidx + vertexidx;
}
@@ -374,11 +374,27 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic
// transformation matrix
fMatrix = new float4x4();
readMatrix(parser, *fMatrix); // wczytanie transform
if (!fMatrix->IdentityIs())
iFlags |= 0x8000; // transform niejedynkowy - trzeba go przechować
if( std::abs( Det( *fMatrix ) - 1.0f ) > 0.01f ) {
ErrorLog( "Bad model: transformation matrix for sub-model \"" + pName + "\" imposes geometry scaling (factor: " + to_string( Det( *fMatrix ), 2 ) + ")" );
m_normalizenormals = true;
if( !fMatrix->IdentityIs() ) {
iFlags |= 0x8000; // transform niejedynkowy - trzeba go przechować
// check the scaling
auto const matrix = glm::make_mat4( fMatrix->readArray() );
glm::vec3 const scale{
glm::length( glm::vec3( glm::column( matrix, 0 ) ) ),
glm::length( glm::vec3( glm::column( matrix, 1 ) ) ),
glm::length( glm::vec3( glm::column( matrix, 2 ) ) ) };
if( ( std::abs( scale.x - 1.0f ) > 0.01 )
|| ( std::abs( scale.y - 1.0f ) > 0.01 )
|| ( std::abs( scale.z - 1.0f ) > 0.01 ) ) {
ErrorLog(
"Bad model: transformation matrix for sub-model \"" + pName + "\" imposes geometry scaling (factors: "
+ to_string( scale.x, 2 ) + ", "
+ to_string( scale.y, 2 ) + ", "
+ to_string( scale.z, 2 ) + ")" );
m_normalizenormals = (
( ( std::abs( scale.x - scale.y ) < 0.01f ) && ( std::abs( scale.y - scale.z ) < 0.01f ) ) ?
rescale :
normalize );
}
}
if (eType < TP_ROTATOR)
{ // wczytywanie wierzchołków
@@ -1539,7 +1555,7 @@ void TModel3d::deserialize(std::istream &s, size_t size, bool dynamic)
auto normallength = glm::length2( vertex.normal );
if( ( false == submodel.m_normalizenormals )
&& ( std::abs( normallength - 1.0f ) > 0.01f ) ) {
submodel.m_normalizenormals = true;
submodel.m_normalizenormals = TSubModel::normalize; // we don't know if uniform scaling would suffice
WriteLog( "Bad model: non-unit normal vector(s) encountered during sub-model geometry deserialization" );
}
}
@@ -1695,13 +1711,26 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t,
iFlags &= ~0x0200; // wczytano z pliku binarnego (nie jest właścicielem tablic)
if( ( fMatrix != nullptr )
&& ( std::abs( Det( *fMatrix ) - 1.0f ) > 0.01f ) ) {
// check whether we need to enable normal vectors normalization for this submodel
ErrorLog( "Bad model: transformation matrix for sub-model \"" + pName + "\" imposes geometry scaling (factor: " + to_string( Det( *fMatrix ), 2 ) + ")" );
m_normalizenormals = true;
if( fMatrix != nullptr ) {
auto const matrix = glm::make_mat4( fMatrix->readArray() );
glm::vec3 const scale {
glm::length( glm::vec3( glm::column( matrix, 0 ) ) ),
glm::length( glm::vec3( glm::column( matrix, 1 ) ) ),
glm::length( glm::vec3( glm::column( matrix, 2 ) ) ) };
if( ( std::abs( scale.x - 1.0f ) > 0.01 )
|| ( std::abs( scale.y - 1.0f ) > 0.01 )
|| ( std::abs( scale.z - 1.0f ) > 0.01 ) ) {
ErrorLog(
"Bad model: transformation matrix for sub-model \"" + pName + "\" imposes geometry scaling (factors: "
+ to_string( scale.x, 2 ) + ", "
+ to_string( scale.y, 2 ) + ", "
+ to_string( scale.z, 2 ) + ")" );
m_normalizenormals = (
( ( std::abs( scale.x - scale.y ) < 0.01f ) && ( std::abs( scale.y - scale.z ) < 0.01f ) ) ?
rescale :
normalize );
}
}
};
void TModel3d::LoadFromBinFile(std::string const &FileName, bool dynamic)

View File

@@ -58,6 +58,13 @@ class TSubModel
friend class TModel3d; // temporary workaround. TODO: clean up class content/hierarchy
friend class TDynamicObject; // temporary etc
public:
enum normalization {
none = 0,
rescale,
normalize
};
private:
int iNext{ NULL };
int iChild{ NULL };
@@ -96,7 +103,7 @@ private:
f4Diffuse { 1.0f,1.0f,1.0f,1.0f },
f4Specular { 0.0f,0.0f,0.0f,1.0f },
f4Emision { 1.0f,1.0f,1.0f,1.0f };
bool m_normalizenormals { false }; // indicates vectors need to be normalized due to scaling etc
normalization m_normalizenormals { normalization::none }; // indicates vectors need to be normalized due to scaling etc
float fWireSize { 0.0f }; // nie używane, ale wczytywane
float fSquareMaxDist { 10000.0f * 10000.0f };
float fSquareMinDist { 0.0f };

View File

@@ -8,6 +8,8 @@ http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
/*
#include "ResourceManager.h"
#include "Logs.h"
@@ -84,3 +86,4 @@ void ResourceManager::Sweep(double currentTime)
_lastUpdate = currentTime;
};
*/

View File

@@ -7,14 +7,11 @@ obtain one at
http://mozilla.org/MPL/2.0/.
*/
#ifndef RESOURCEMANAGER_H
#define RESOURCEMANAGER_H 1
#pragma once
/*
#include <vector>
#include <algorithm>
#pragma hdrstop
class Resource
{
@@ -57,5 +54,63 @@ class ResourceManager
static Resources _resources;
};
*/
#endif
template <class Container_>
class garbage_collector {
public:
// constructor:
garbage_collector( Container_ &Container, int const Secondstolive, int const Sweepsize, std::string const Resourcename = "resource" ) :
m_container( Container ),
m_unusedresourcetimetolive { std::chrono::seconds( Secondstolive ) },
m_unusedresourcesweepsize( Sweepsize ),
m_resourcename( Resourcename )
{}
// methods:
// performs resource sweep. returns: number of released resources
int
sweep() {
m_resourcetimestamp = std::chrono::steady_clock::now();
// garbage collection sweep is limited to a number of records per call, to reduce impact on framerate
auto const sweeplastindex =
std::min(
m_resourcesweepindex + m_unusedresourcesweepsize,
m_container.size() );
auto const blanktimestamp { std::chrono::steady_clock::time_point() };
int releasecount{ 0 };
for( auto resourceindex = m_resourcesweepindex; resourceindex < sweeplastindex; ++resourceindex ) {
if( ( m_container[ resourceindex ].second != blanktimestamp )
&& ( m_resourcetimestamp - m_container[ resourceindex ].second > m_unusedresourcetimetolive ) ) {
m_container[ resourceindex ].first->release();
m_container[ resourceindex ].second = blanktimestamp;
++releasecount;
}
}
/*
if( releasecount ) {
WriteLog( "Resource garbage sweep released " + std::to_string( releasecount ) + " " + ( releasecount == 1 ? m_resourcename : m_resourcename + "s" ) );
}
*/
m_resourcesweepindex = (
m_resourcesweepindex + m_unusedresourcesweepsize >= m_container.size() ?
0 : // if the next sweep chunk is beyond actual data, so start anew
m_resourcesweepindex + m_unusedresourcesweepsize );
return releasecount; }
std::chrono::steady_clock::time_point
timestamp() const {
return m_resourcetimestamp; }
private:
// members:
std::chrono::nanoseconds const m_unusedresourcetimetolive;
typename Container_::size_type const m_unusedresourcesweepsize;
std::string const m_resourcename;
typename Container_ &m_container;
typename Container_::size_type m_resourcesweepindex { 0 };
std::chrono::steady_clock::time_point m_resourcetimestamp { std::chrono::steady_clock::now() };
};

View File

@@ -24,10 +24,12 @@ http://mozilla.org/MPL/2.0/.
#include "logs.h"
#include "sn_utils.h"
#define EU07_DEFERRED_TEXTURE_UPLOAD
texture_manager::texture_manager() {
// since index 0 is used to indicate no texture, we put a blank entry in the first texture slot
m_textures.emplace_back( opengl_texture() );
m_textures.emplace_back( new opengl_texture(), std::chrono::steady_clock::time_point() );
}
// loads texture data from specified file
@@ -518,12 +520,12 @@ opengl_texture::bind() {
return data_state;
}
resource_state
bool
opengl_texture::create() {
if( data_state != resource_state::good ) {
// don't bother until we have useful texture data
return data_state;
return false;
}
// TODO: consider creating and storing low-res version of the texture if it's ever unloaded from the gfx card,
@@ -590,15 +592,44 @@ opengl_texture::create() {
}
}
data.resize( 0 ); // TBD, TODO: keep the texture data if we start doing some gpu data cleaning down the road
data.swap( std::vector<char>() ); // TBD, TODO: keep the texture data if we start doing some gpu data cleaning down the road
/*
data_state = resource_state::none;
*/
data_state = resource_state::good;
data_state = resource_state::none;
is_ready = true;
}
return data_state;
return true;
}
// releases resources allocated on the opengl end, storing local copy if requested
void
opengl_texture::release( bool const Backup ) {
if( id == -1 ) { return; }
assert( is_ready );
if( true == Backup ) {
// query texture details needed to perform the backup...
::glBindTexture( GL_TEXTURE_2D, id );
::glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&data_format );
GLint datasize;
::glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, (GLint *)&datasize );
data.resize( datasize );
// ...fetch the data...
::glGetCompressedTexImage( GL_TEXTURE_2D, 0, &data[ 0 ] );
// ...and update texture object state
data_mapcount = 1; // we keep copy of only top mipmap level
data_state = resource_state::good;
}
// release opengl resources
::glDeleteTextures( 1, &id );
id = -1;
is_ready = false;
return;
}
void
@@ -773,8 +804,8 @@ texture_manager::create( std::string Filename, std::string const &Dir, int const
return npos;
}
opengl_texture texture;
texture.name = filename;
auto texture = new opengl_texture();
texture->name = filename;
if( ( Filter > 0 ) && ( Filter < 10 ) ) {
// temporary. TODO, TBD: check how it's used and possibly get rid of it
traits += std::to_string( ( Filter < 4 ? Filter + 4 : Filter ) );
@@ -783,9 +814,9 @@ texture_manager::create( std::string Filename, std::string const &Dir, int const
// temporary code for legacy assets -- textures with names beginning with # are to be sharpened
traits += '#';
}
texture.traits = traits;
texture->traits = traits;
auto const textureindex = (texture_handle)m_textures.size();
m_textures.emplace_back( texture );
m_textures.emplace_back( texture, std::chrono::steady_clock::time_point() );
m_texturemappings.emplace( filename, textureindex );
WriteLog( "Created texture object for \"" + filename + "\"" );
@@ -796,7 +827,7 @@ texture_manager::create( std::string Filename, std::string const &Dir, int const
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD
texture_manager::texture( textureindex ).create();
// texture creation binds a different texture, force a re-bind on next use
m_activetexture = 0;
m_activetexture = -1;
#endif
}
@@ -806,7 +837,9 @@ texture_manager::create( std::string Filename, std::string const &Dir, int const
void
texture_manager::bind( texture_handle const Texture ) {
if( Texture == m_activetexture ) {
m_textures[ Texture ].second = m_garbagecollector.timestamp();
if( ( Texture != 0 ) && ( Texture == m_activetexture ) ) {
// don't bind again what's already active
return;
}
@@ -815,7 +848,7 @@ texture_manager::bind( texture_handle const Texture ) {
#ifndef EU07_DEFERRED_TEXTURE_UPLOAD
// NOTE: we could bind dedicated 'error' texture here if the id isn't valid
::glBindTexture( GL_TEXTURE_2D, texture(Texture).id );
m_activetexture = Texture;
m_activetexture = Texture;
#else
if( texture( Texture ).bind() == resource_state::good ) {
m_activetexture = Texture;
@@ -838,10 +871,20 @@ void
texture_manager::delete_textures() {
for( auto const &texture : m_textures ) {
// usunięcie wszyskich tekstur (bez usuwania struktury)
if( ( texture.id > 0 )
&& ( texture.id != -1 ) ) {
::glDeleteTextures( 1, &texture.id );
if( ( texture.first->id > 0 )
&& ( texture.first->id != -1 ) ) {
::glDeleteTextures( 1, &(texture.first->id) );
}
delete texture.first;
}
}
// performs a resource sweep
void
texture_manager::update() {
if( m_garbagecollector.sweep() > 0 ) {
m_activetexture = -1;
}
}
@@ -859,13 +902,13 @@ texture_manager::info() const {
for( auto const& texture : m_textures ) {
totaltexturesize += texture.size;
totaltexturesize += texture.first->size;
#ifdef EU07_DEFERRED_TEXTURE_UPLOAD
if( texture.is_ready ) {
if( texture.first->is_ready ) {
++readytexturecount;
readytexturesize += texture.size;
readytexturesize += texture.first->size;
}
#endif
}

View File

@@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/.
#include <ddraw.h>
#include <string>
#include "GL/glew.h"
#include "ResourceManager.h"
enum class resource_state {
none,
@@ -27,12 +28,16 @@ struct opengl_texture {
static DDPIXELFORMAT deserialize_ddpf(std::istream&);
static DDSCAPS2 deserialize_ddscaps(std::istream&);
// methods
void load();
// methods
void
load();
resource_state
bind();
resource_state
bool
create();
// releases resources allocated on the opengl end, storing local copy if requested
void
release( bool const Backup = true );
inline
int
width() const {
@@ -41,7 +46,7 @@ struct opengl_texture {
int
height() const {
return data_height; }
// members
// members
GLuint id{ (GLuint)-1 }; // associated GL resource
bool has_alpha{ false }; // indicates the texture has alpha channel
bool is_ready{ false }; // indicates the texture was processed and is ready for use
@@ -50,7 +55,7 @@ struct opengl_texture {
std::size_t size{ 0 }; // size of the texture data, in kb
private:
// methods
// methods
void load_BMP();
void load_DDS();
void load_TEX();
@@ -58,7 +63,7 @@ private:
void set_filtering();
void downsize( GLuint const Format );
// members
// members
std::vector<char> data; // texture data
resource_state data_state{ resource_state::none }; // current state of texture data
int data_width{ 0 },
@@ -76,9 +81,6 @@ typedef int texture_handle;
class texture_manager {
private:
typedef std::vector<opengl_texture> opengltexture_array;
public:
texture_manager();
~texture_manager() { delete_textures(); }
@@ -88,14 +90,25 @@ public:
void
bind( texture_handle const Texture );
opengl_texture &
texture( texture_handle const Texture ) { return m_textures[ Texture ]; }
texture( texture_handle const Texture ) { return *(m_textures[ Texture ].first); }
// performs a resource sweep
void
update();
// debug performance string
std::string
info() const;
private:
// types:
typedef std::pair<
opengl_texture *,
std::chrono::steady_clock::time_point > texturetimepoint_pair;
typedef std::vector< texturetimepoint_pair > texturetimepointpair_sequence;
typedef std::unordered_map<std::string, std::size_t> index_map;
// methods:
// checks whether specified texture is in the texture bank. returns texture id, or npos.
texture_handle
find_in_databank( std::string const &Texturename ) const;
@@ -105,10 +118,12 @@ private:
void
delete_textures();
static const texture_handle npos{ 0 }; // should be -1, but the rest of the code uses -1 for something else
opengltexture_array m_textures;
// members:
texture_handle const npos { 0 }; // should be -1, but the rest of the code uses -1 for something else
texturetimepointpair_sequence m_textures;
index_map m_texturemappings;
texture_handle m_activetexture{ 0 }; // last i.e. currently bound texture
garbage_collector<texturetimepointpair_sequence> m_garbagecollector { m_textures, 600, 60, "texture" };
texture_handle m_activetexture { 0 }; // last i.e. currently bound texture
};
// reduces provided data image to half of original size, using basic 2x2 average

174
Train.cpp
View File

@@ -1225,24 +1225,28 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const
// sound feedback
Train->play_sound( Train->dsbSwitch );
// visual feedback
if( Train->ggPantFrontButton.SubModel ) {
Train->ggPantFrontButton.UpdateValue( 1.0 );
}
if( Train->ggPantFrontButtonOff.SubModel != nullptr ) {
// pantograph control can have two-button setup
Train->ggPantFrontButtonOff.UpdateValue( 0.0 );
}
Train->ggPantFrontButton.UpdateValue( 1.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 1.0 );
// pantograph control can have two-button setup
Train->ggPantFrontButtonOff.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 0.0 );
}
}
}
else {
// ...or turn off
if( ( Train->mvOccupied->PantSwitchType == "impulse" )
&& ( Train->ggPantFrontButtonOff.SubModel == nullptr ) ) {
// with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it
// then another control has to be used (like pantographlowerall)
// TODO: we should have a way to define presense of cab controls without having to bind these to 3d submodels
return;
if( Train->mvOccupied->PantSwitchType == "impulse" ) {
if( ( Train->ggPantFrontButtonOff.SubModel == nullptr )
&& ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) {
// with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it
// then another control has to be used (like pantographlowerall)
// TODO: we should have a way to define presense of cab controls without having to bind these to 3d submodels
return;
}
}
Train->mvControlled->PantFrontSP = false;
@@ -1252,8 +1256,14 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const
Train->play_sound( Train->dsbSwitch );
// visual feedback
Train->ggPantFrontButton.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 0.0 );
// pantograph control can have two-button setup
Train->ggPantFrontButtonOff.UpdateValue( 1.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 1.0 );
}
}
}
@@ -1264,9 +1274,10 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const
if( Train->ggPantFrontButton.GetValue() > 0.35 ) {
Train->play_sound( Train->dsbSwitch );
}
if( Train->ggPantFrontButton.SubModel ) {
Train->ggPantFrontButton.UpdateValue( 0.0 );
}
Train->ggPantFrontButton.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 0.0 );
// also the switch off button, in cabs which have it
if( Train->ggPantFrontButtonOff.GetValue() > 0.35 ) {
Train->play_sound( Train->dsbSwitch );
@@ -1274,6 +1285,11 @@ void TTrain::OnCommand_pantographtogglefront( TTrain *Train, command_data const
if( Train->ggPantFrontButtonOff.SubModel ) {
Train->ggPantFrontButtonOff.UpdateValue( 0.0 );
}
if( Train->ggPantSelectedDownButton.SubModel ) {
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 0.0 );
}
}
}
}
@@ -1290,24 +1306,28 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const &
// sound feedback
Train->play_sound( Train->dsbSwitch );
// visual feedback
if( Train->ggPantRearButton.SubModel ) {
Train->ggPantRearButton.UpdateValue( 1.0 );
}
if( Train->ggPantRearButtonOff.SubModel != nullptr ) {
// pantograph control can have two-button setup
Train->ggPantRearButtonOff.UpdateValue( 0.0 );
}
Train->ggPantRearButton.UpdateValue( 1.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 1.0 );
// pantograph control can have two-button setup
Train->ggPantRearButtonOff.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 0.0 );
}
}
}
else {
// ...or turn off
if( ( Train->mvOccupied->PantSwitchType == "impulse" )
&& ( Train->ggPantRearButtonOff.SubModel == nullptr ) ) {
// with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it
// then another control has to be used (like pantographlowerall)
// TODO: we should have a way to define presense of cab controls without having to bind these to 3d submodels
return;
if( Train->mvOccupied->PantSwitchType == "impulse" ) {
if( ( Train->ggPantRearButtonOff.SubModel == nullptr )
&& ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) {
// with impulse buttons we expect a dedicated switch to lower the pantograph, and if the cabin lacks it
// then another control has to be used (like pantographlowerall)
// TODO: we should have a way to define presense of cab controls without having to bind these to 3d submodels
return;
}
}
Train->mvControlled->PantRearSP = false;
@@ -1317,8 +1337,14 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const &
Train->play_sound( Train->dsbSwitch );
// visual feedback
Train->ggPantRearButton.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 0.0 );
// pantograph control can have two-button setup
Train->ggPantRearButtonOff.UpdateValue( 1.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 1.0 );
}
}
}
@@ -1329,9 +1355,10 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const &
if( Train->ggPantRearButton.GetValue() > 0.35 ) {
Train->play_sound( Train->dsbSwitch );
}
if( Train->ggPantRearButton.SubModel ) {
Train->ggPantRearButton.UpdateValue( 0.0 );
}
Train->ggPantRearButton.UpdateValue( 0.0 );
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedButton.UpdateValue( 0.0 );
// also the switch off button, in cabs which have it
if( Train->ggPantRearButtonOff.GetValue() > 0.35 ) {
Train->play_sound( Train->dsbSwitch );
@@ -1339,6 +1366,11 @@ void TTrain::OnCommand_pantographtogglerear( TTrain *Train, command_data const &
if( Train->ggPantRearButtonOff.SubModel ) {
Train->ggPantRearButtonOff.UpdateValue( 0.0 );
}
if( Train->ggPantSelectedDownButton.SubModel ) {
// NOTE: currently we animate the selectable pantograph control based on standard key presses
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
Train->ggPantSelectedDownButton.UpdateValue( 0.0 );
}
}
}
}
@@ -1400,7 +1432,8 @@ void TTrain::OnCommand_pantographcompressoractivate( TTrain *Train, command_data
void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Command ) {
if( Train->ggPantAllDownButton.SubModel == nullptr ) {
if( ( Train->ggPantAllDownButton.SubModel == nullptr )
&& ( Train->ggPantSelectedDownButton.SubModel == nullptr ) ) {
// TODO: expand definition of cab controls so we can know if the control is present without testing for presence of 3d switch
if( Command.action == GLFW_PRESS ) {
WriteLog( "Lower All Pantographs switch is missing, or wasn't defined" );
@@ -1423,6 +1456,9 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co
}
// visual feedback
Train->ggPantAllDownButton.UpdateValue( 1.0 );
if( Train->ggPantSelectedDownButton.SubModel != nullptr ) {
Train->ggPantSelectedDownButton.UpdateValue( 1.0 );
}
}
else if( Command.action == GLFW_RELEASE ) {
// release the button
@@ -1436,6 +1472,9 @@ void TTrain::OnCommand_pantographlowerall( TTrain *Train, command_data const &Co
*/
// visual feedback
Train->ggPantAllDownButton.UpdateValue( 0.0 );
if( Train->ggPantSelectedDownButton.SubModel != nullptr ) {
Train->ggPantSelectedDownButton.UpdateValue( 0.0 );
}
}
}
@@ -1485,8 +1524,8 @@ void TTrain::OnCommand_linebreakertoggle( TTrain *Train, command_data const &Com
Train->ggMainButton.UpdateValue( 1.0 );
}
// keep track of period the button is held down, to determine when/if circuit closes
if( ( false == ( ( Train->mvControlled->EngineType == ElectricSeriesMotor )
|| ( Train->mvControlled->EngineType == ElectricInductionMotor ) ) )
if( ( ( ( Train->mvControlled->EngineType != ElectricSeriesMotor )
&& ( Train->mvControlled->EngineType != ElectricInductionMotor ) ) )
|| ( Train->fHVoltage > 0.5 * Train->mvControlled->EnginePowerSource.MaxVoltage ) ) {
// prevent the switch from working if there's no power
// TODO: consider whether it makes sense for diesel engines and such
@@ -4830,15 +4869,10 @@ bool TTrain::Update( double const Deltatime )
// NBMX wrzesien 2003 - drzwi
ggDoorLeftButton.Update();
ggDoorRightButton.Update();
ggDepartureSignalButton.Update();
ggDoorSignallingButton.Update();
// NBMX dzwignia sprezarki
ggCompressorButton.Update();
ggCompressorLocalButton.Update();
ggMainButton.Update();
ggRadioButton.Update();
ggConverterButton.Update();
ggConverterLocalButton.Update();
ggConverterOffButton.Update();
#ifdef EU07_USE_OLD_COMMAND_SYSTEM
if( ( ( DynamicObject->iLights[ 0 ] ) == 0 ) && ( ( DynamicObject->iLights[ 1 ] ) == 0 ) )
@@ -4989,15 +5023,6 @@ bool TTrain::Update( double const Deltatime )
}
ggDimHeadlightsButton.Update();
//---------
// Winger 010304 - pantografy
// NOTE: shouldn't the pantograph updates check whether it's front or rear cabin?
ggPantFrontButton.Update();
ggPantRearButton.Update();
ggPantFrontButtonOff.Update();
ggTrainHeatingButton.Update();
ggSignallingButton.Update();
ggDoorSignallingButton.Update();
// Winger 020304 - ogrzewanie
// hunter-080812: poprawka na ogrzewanie w elektrykach - usuniete uzaleznienie od przetwornicy
if ((((mvControlled->EngineType == ElectricSeriesMotor) && (mvControlled->Mains == true) &&
(mvControlled->ConvOvldFlag == false)) ||
@@ -5813,10 +5838,15 @@ bool TTrain::Update( double const Deltatime )
ggStLinOffButton.Update();
ggRadioButton.Update();
ggDepartureSignalButton.Update();
ggPantFrontButton.Update();
ggPantRearButton.Update();
ggPantSelectedButton.Update();
ggPantFrontButtonOff.Update();
ggPantRearButtonOff.Update();
ggPantSelectedDownButton.Update();
ggPantAllDownButton.Update();
ggUpperLightButton.Update();
ggLeftLightButton.Update();
ggRightLightButton.Update();
@@ -5829,8 +5859,8 @@ bool TTrain::Update( double const Deltatime )
ggRearLeftEndLightButton.Update();
ggRearRightEndLightButton.Update();
//------------
ggPantAllDownButton.Update();
ggConverterButton.Update();
ggConverterLocalButton.Update();
ggConverterOffButton.Update();
ggTrainHeatingButton.Update();
ggSignallingButton.Update();
@@ -6630,7 +6660,6 @@ void TTrain::SetLights()
// clears state of all cabin controls
void TTrain::clear_cab_controls()
{
ggMainCtrl.Clear();
ggMainCtrlAct.Clear();
ggScndCtrl.Clear();
@@ -6670,7 +6699,10 @@ void TTrain::clear_cab_controls()
ggConverterButton.Clear();
ggPantFrontButton.Clear();
ggPantRearButton.Clear();
ggPantSelectedButton.Clear();
ggPantFrontButtonOff.Clear();
ggPantRearButtonOff.Clear();
ggPantSelectedDownButton.Clear();
ggPantAllDownButton.Clear();
ggZbS.Clear();
ggI1B.Clear();
@@ -6787,6 +6819,16 @@ void TTrain::set_cab_controls() {
( mvControlled->PantFrontUp ?
0.0 :
1.0 ) );
// NOTE: currently we animate the selectable pantograph control for both pantographs
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
ggPantSelectedButton.PutValue(
( mvControlled->PantFrontUp ?
1.0 :
0.0 ) );
ggPantSelectedDownButton.PutValue(
( mvControlled->PantFrontUp ?
0.0 :
1.0 ) );
}
if( mvOccupied->PantSwitchType != "impulse" ) {
ggPantRearButton.PutValue(
@@ -6797,6 +6839,16 @@ void TTrain::set_cab_controls() {
( mvControlled->PantRearUp ?
0.0 :
1.0 ) );
// NOTE: currently we animate the selectable pantograph control for both pantographs
// TODO: implement actual selection control, and refactor handling this control setup in a separate method
ggPantSelectedButton.PutValue(
( mvControlled->PantRearUp ?
1.0 :
0.0 ) );
ggPantSelectedDownButton.PutValue(
( mvControlled->PantRearUp ?
0.0 :
1.0 ) );
}
// converter
if( mvOccupied->ConvSwitchType != "impulse" ) {
@@ -7397,16 +7449,22 @@ bool TTrain::initialize_gauge(cParser &Parser, std::string const &Label, int con
ggPantFrontButtonOff.Load(Parser, DynamicObject->mdKabina);
}
else if( Label == "pantrearoff_sw:" ) {
// patyk przedni w dol
// rear pant down
ggPantRearButtonOff.Load( Parser, DynamicObject->mdKabina );
}
else if( Label == "pantalloff_sw:" )
{
// patyk przedni w dol
else if( Label == "pantalloff_sw:" ) {
// both pantographs down
ggPantAllDownButton.Load(Parser, DynamicObject->mdKabina);
}
else if (Label == "trainheating_sw:")
{
else if( Label == "pantselected_sw:" ) {
// operate selected pantograph(s)
ggPantSelectedButton.Load( Parser, DynamicObject->mdKabina );
}
else if( Label == "pantselectedoff_sw:" ) {
// operate selected pantograph(s)
ggPantSelectedDownButton.Load( Parser, DynamicObject->mdKabina );
}
else if (Label == "trainheating_sw:") {
// grzanie skladu
ggTrainHeatingButton.Load(Parser, DynamicObject->mdKabina);
}

View File

@@ -285,6 +285,8 @@ public: // reszta może by?publiczna
TGauge ggPantFrontButtonOff; // EZT
TGauge ggPantRearButtonOff;
TGauge ggPantAllDownButton;
TGauge ggPantSelectedButton;
TGauge ggPantSelectedDownButton;
// Winger 020304 - wlacznik ogrzewania
TGauge ggTrainHeatingButton;
TGauge ggSignallingButton;

View File

@@ -1251,7 +1251,9 @@ void TWorld::Update_Environment() {
void TWorld::ResourceSweep()
{
/*
ResourceManager::Sweep( Timer::GetSimulationTime() );
*/
};
// rendering kabiny gdy jest oddzielnym modelem i ma byc wyswietlana
@@ -1284,7 +1286,7 @@ TWorld::Render_Cab() {
glMultMatrixd( dynamic->mMatrix.getArray() ); // ta macierz nie ma przesunięcia
*/
::glPushMatrix();
auto const originoffset = dynamic->GetPosition() - Global::pCameraPosition;
auto const originoffset = dynamic->GetPosition() - GfxRenderer.m_camera.position();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
::glMultMatrixd( dynamic->mMatrix.getArray() );
@@ -1657,7 +1659,7 @@ TWorld::Update_UI() {
uitextline1 += " (slowmotion " + to_string( Global::iSlowMotion ) + ")";
}
uitextline2 = GfxRenderer.Info();
// dump last opengl error, if any
GLenum glerror = ::glGetError();

View File

@@ -357,25 +357,7 @@ opengl_dlgeometrybank::delete_list( geometry_handle const &Geometry ) {
void
geometrybank_manager::update() {
m_resourcetimestamp = std::chrono::steady_clock::now();
// garbage collection sweep is limited to a number of records per call, to reduce impact on framerate
auto const sweeplastindex =
std::min(
m_resourcesweepindex + geometrybank_manager::unusedresourcesweepsize,
m_geometrybanks.size() );
auto const blanktimestamp { std::chrono::steady_clock::time_point() };
for( auto bankindex = m_resourcesweepindex; bankindex < sweeplastindex; ++bankindex ) {
if( ( m_geometrybanks[ bankindex ].second != blanktimestamp )
&& ( m_resourcetimestamp - m_geometrybanks[ bankindex ].second > geometrybank_manager::unusedresourcetimetolive ) ) {
m_geometrybanks[ bankindex ].first->release();
m_geometrybanks[ bankindex ].second = blanktimestamp;
}
}
m_resourcesweepindex = (
m_resourcesweepindex + geometrybank_manager::unusedresourcesweepsize >= m_geometrybanks.size() ?
0 : // if the next sweep chunk is beyond actual data, so start anew
m_resourcesweepindex + geometrybank_manager::unusedresourcesweepsize );
m_garbagecollector.sweep();
}
// creates a new geometry bank. returns: handle to the bank or NULL
@@ -418,7 +400,7 @@ geometrybank_manager::draw( geometry_handle const &Geometry, unsigned int const
auto &bankrecord = bank( Geometry );
bankrecord.second = m_resourcetimestamp;
bankrecord.second = m_garbagecollector.timestamp();
bankrecord.first->draw( Geometry, Streams );
}

View File

@@ -16,6 +16,7 @@ http://mozilla.org/MPL/2.0/.
#ifdef _WINDOWS
#include "GL/wglew.h"
#endif
#include "ResourceManager.h"
struct basic_vertex {
@@ -276,9 +277,9 @@ public:
template <typename Iterator_>
void
draw( Iterator_ First, Iterator_ Last, unsigned int const Streams = basic_streams ) {
while( First != Last ) {
draw( *First, Streams );
++First; } }
while( First != Last ) {
draw( *First, Streams );
++First; } }
// provides direct access to vertex data of specfied chunk
vertex_array const &
vertices( geometry_handle const &Geometry ) const;
@@ -291,12 +292,9 @@ private:
typedef std::deque< geometrybanktimepoint_pair > geometrybanktimepointpair_sequence;
// members:
std::chrono::nanoseconds const unusedresourcetimetolive { std::chrono::seconds { 60 } };
geometrybanktimepointpair_sequence::size_type const unusedresourcesweepsize { 300 };
// members:
geometrybanktimepointpair_sequence m_geometrybanks;
geometrybanktimepointpair_sequence::size_type m_resourcesweepindex { 0 };
std::chrono::steady_clock::time_point m_resourcetimestamp { std::chrono::steady_clock::now() };
garbage_collector<geometrybanktimepointpair_sequence> m_garbagecollector { m_geometrybanks, 60, 120, "geometry buffer" };
// methods
inline

View File

@@ -179,11 +179,17 @@ opengl_renderer::Render() {
glDisable(GL_FRAMEBUFFER_SRGB);
glViewport(0, 0, Global::shadowtune.map_size, Global::shadowtune.map_size);
glm::mat4 coordmove(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
);
glm::mat4 depthproj = glm::ortho(-Global::shadowtune.width, Global::shadowtune.width,
-Global::shadowtune.width, Global::shadowtune.width, 0.0f, Global::shadowtune.depth);
glm::vec3 playerpos = glm::vec3(World.Camera.Pos.x, World.Camera.Pos.y, World.Camera.Pos.z);
glm::vec3 shadoweye = playerpos - Global::daylight.direction * Global::shadowtune.distance;
Global::SetCameraPosition(Math3D::vector3(0.0f, 0.0f, 0.0f));
m_camera.position() = shadoweye;
glm::mat4 depthcam = glm::lookAt(shadoweye,
playerpos,
glm::vec3(0.0f, 1.0f, 0.0f));
@@ -191,13 +197,15 @@ opengl_renderer::Render() {
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(depthproj));
glMatrixMode(GL_MODELVIEW);
glMultMatrixf(glm::value_ptr(depthcam));
glMultMatrixd(glm::value_ptr(glm::mat4(glm::mat3(depthcam))));
glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
active_shader = &depth_shader; depth_shader.bind();
Render(&World.Ground);
active_shader = nullptr; depth_shader.unbind();
glCullFace(GL_BACK);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, Global::ScreenWidth, Global::ScreenHeight);
@@ -210,19 +218,19 @@ opengl_renderer::Render() {
glBindTexture(GL_TEXTURE_2D, depth_tex);
glActiveTexture(GL_TEXTURE0);
glm::dmat4 worldcamera;
World.Camera.SetMatrix( worldcamera );
glm::dmat4 worldcamera;
World.Camera.SetMatrix(worldcamera);
m_camera.update_frustum( OpenGLMatrices.data( GL_PROJECTION ), worldcamera);
::glMultMatrixd(glm::value_ptr(worldcamera));
m_camera.position() = glm::make_vec3(Global::pCameraPosition.getArray());
glMultMatrixd(glm::value_ptr(glm::mat4(glm::mat3(worldcamera))));
shader.bind(); active_shader = &shader;
shader.set_lightview(coordmove * depthproj * depthcam * glm::inverse(glm::mat4(worldcamera)));
glDebug("rendering environment");
glDisable(GL_FRAMEBUFFER_SRGB);
Render( &World.Environment );
glDebug("rendering world");
glEnable(GL_FRAMEBUFFER_SRGB);
Global::SetCameraPosition(Math3D::vector3(0.0f, 0.0f, 0.0f));
shader.set_lightview(depthproj * depthcam * glm::inverse(glm::mat4(worldcamera)));
Render( &World.Ground );
glDebug("rendering cab");
@@ -251,7 +259,7 @@ opengl_renderer::Render( world_environment *Environment ) {
return false;
}
Bind( 0 );
Bind( NULL );
::glDisable( GL_LIGHTING );
::glDisable( GL_DEPTH_TEST );
@@ -413,7 +421,7 @@ opengl_renderer::Bind( texture_handle const Texture ) {
m_textures.bind( Texture );
}
opengl_texture &
opengl_texture const &
opengl_renderer::Texture( texture_handle const Texture ) {
return m_textures.texture( Texture );
@@ -442,7 +450,7 @@ opengl_renderer::Render( TGround *Ground ) {
node->RenderHidden();
}
glm::vec3 const cameraposition( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
glm::vec3 const cameraposition { m_camera.position() };
int const camerax = static_cast<int>( std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2 );
int const cameraz = static_cast<int>( std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2 );
int const segmentcount = 2 * static_cast<int>(std::ceil( m_drawrange * Global::fDistanceFactor / 1000.0f ));
@@ -515,7 +523,7 @@ opengl_renderer::Render( TGroundRect *Groundcell ) {
if( subcell->iNodeCount ) {
// o ile są jakieś obiekty, bo po co puste sektory przelatywać
m_drawqueue.emplace_back(
( Global::pCameraPosition - glm::dvec3( subcell->m_area.center ) ).LengthSquared(),
glm::length2( m_camera.position() - glm::dvec3( subcell->m_area.center ) ),
subcell );
}
}
@@ -570,7 +578,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
{ // obiekty renderowane niezależnie od odległości
case TP_SUBMODEL:
::glPushMatrix();
auto const originoffset = Node->pCenter - Global::pCameraPosition;
auto const originoffset = Node->pCenter - m_camera.position();
::glTranslated( originoffset.x, originoffset.y, originoffset.z );
TSubModel::fSquareDist = 0;
Render( Node->smTerrain );
@@ -578,13 +586,13 @@ opengl_renderer::Render( TGroundNode *Node ) {
return true;
}
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
double const distancesquared = SquareMagnitude( ( Node->pCenter - m_camera.position() ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
auto const originoffset = Node->m_rootposition - m_camera.position();
active_shader->set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType) {
@@ -596,7 +604,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
}
case TP_MODEL: {
Node->Model->Render( Node->pCenter - Global::pCameraPosition );
Node->Model->Render( Node->pCenter - m_camera.position() );
return true;
}
@@ -672,7 +680,7 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
auto const originoffset = Dynamic->vPosition - m_camera.position();
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
@@ -1013,13 +1021,13 @@ opengl_renderer::Render_Alpha( TSubRect *Groundsubcell ) {
bool
opengl_renderer::Render_Alpha( TGroundNode *Node ) {
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
double const distancesquared = SquareMagnitude( ( Node->pCenter - m_camera.position() ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
return false;
}
auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
auto const originoffset = Node->m_rootposition - m_camera.position();
active_shader->set_mv(glm::translate(OpenGLMatrices.data(GL_MODELVIEW), glm::vec3(originoffset.x, originoffset.y, originoffset.z)));
switch (Node->iType)
@@ -1062,7 +1070,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
}
}
case TP_MODEL: {
Node->Model->RenderAlpha( Node->pCenter - Global::pCameraPosition );
Node->Model->RenderAlpha( Node->pCenter - m_camera.position() );
return true;
}
@@ -1135,7 +1143,7 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - Global::pCameraPosition;
auto const originoffset = Dynamic->vPosition - m_camera.position();
double const squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
Dynamic->ABuLittleUpdate( squaredistance ); // ustawianie zmiennych submodeli dla wspólnego modelu
::glPushMatrix();
@@ -1407,6 +1415,7 @@ opengl_renderer::Update ( double const Deltatime ) {
// TODO: add garbage collection and other less frequent works here
m_geometry.update();
m_textures.update();
if( true == DebugModeFlag ) {
m_debuginfo = m_textures.info();
@@ -1441,14 +1450,14 @@ opengl_renderer::Update_Lights( light_array const &Lights ) {
// all lights past this one are bound to be off
break;
}
if( ( Global::pCameraPosition - scenelight.position ).Length() > 1000.0f ) {
if( ( m_camera.position() - scenelight.position ).Length() > 1000.0f ) {
// we don't care about lights past arbitrary limit of 1 km.
// but there could still be weaker lights which are closer, so keep looking
continue;
}
// if the light passed tests so far, it's good enough
Math3D::vector3 pos = scenelight.position - Global::pCameraPosition;
Math3D::vector3 pos = scenelight.position - m_camera.position();
auto const luminance = Global::fLuminance; // TODO: adjust this based on location, e.g. for tunnels
glm::vec3 position(pos.x, pos.y, pos.z);

View File

@@ -50,10 +50,17 @@ public:
visible( bounding_area const &Area ) const;
bool
visible( TDynamicObject const *Dynamic ) const;
inline
glm::dvec3 const &
position() const { return m_position; }
inline
glm::dvec3 &
position() { return m_position; }
private:
// members:
cFrustum m_frustum;
glm::dvec3 m_position;
};
// bare-bones render controller, in lack of anything better yet
@@ -64,6 +71,7 @@ public:
gl_program_mvp depth_shader;
gl_program_mvp *active_shader = nullptr;
GLuint depth_tex, depth_fbo;
opengl_camera m_camera;
// types
@@ -122,7 +130,7 @@ public:
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
void
Bind( texture_handle const Texture );
opengl_texture &
opengl_texture const &
Texture( texture_handle const Texture );
// members
@@ -170,7 +178,6 @@ private:
// members
geometrybank_manager m_geometry;
texture_manager m_textures;
opengl_camera m_camera;
rendermode renderpass { rendermode::color };
float m_drawrange { 2500.0f }; // current drawing range
float m_drawtime { 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps

View File

@@ -39,50 +39,15 @@ uniform float specular;
uniform light_s lights[8];
uniform uint lights_count;
vec2 poissonDisk[16] = vec2[](
vec2( -0.94201624, -0.39906216 ),
vec2( 0.94558609, -0.76890725 ),
vec2( -0.094184101, -0.92938870 ),
vec2( 0.34495938, 0.29387760 ),
vec2( -0.91588581, 0.45771432 ),
vec2( -0.81544232, -0.87912464 ),
vec2( -0.38277543, 0.27676845 ),
vec2( 0.97484398, 0.75648379 ),
vec2( 0.44323325, -0.97511554 ),
vec2( 0.53742981, -0.47373420 ),
vec2( -0.26496911, -0.41893023 ),
vec2( 0.79197514, 0.19090188 ),
vec2( -0.24188840, 0.99706507 ),
vec2( -0.81409955, 0.91437590 ),
vec2( 0.19984126, 0.78641367 ),
vec2( 0.14383161, -0.14100790 )
);
float random(vec3 seed, int i)
{
vec4 seed4 = vec4(seed,i);
float dot_product = dot(seed4, vec4(12.9898,78.233,45.164,94.673));
return fract(sin(dot_product) * 43758.5453);
}
float calc_shadow()
{
vec3 coords = f_light_pos.xyz;// / f_light_pos.w;
coords = coords * 0.5 + 0.5;
float bias = 0.005;
vec3 coords = f_light_pos.xyz;
float bias = clamp(0.0025*tan(acos(clamp(dot(f_normal, -lights[0].dir), 0.0, 1.0))), 0, 0.01);
//PCF
//sampler PCF
//float shadow = texture(shadowmap, vec3(coords.xy, coords.z - bias));
//PCF + stratified poisson sampling
//float shadow = 1.0;
//for (int i=0;i<4;i++)
//{
// int index = int(16.0*random(gl_FragCoord.xyy, i))%16;
// shadow -= 0.25*(1.0-texture(shadowmap, vec3(coords.xy + poissonDisk[index]/5000.0, coords.z - bias)));
//}
//PCF + PCF
//sampler PCF + PCF
float shadow = 0.0;
vec2 texel = 1.0 / textureSize(shadowmap, 0);
for (float y = -1.5; y <= 1.5; y += 1.0)
@@ -159,8 +124,10 @@ void main()
part = calc_point_light(light);
else if (light.type == LIGHT_DIR)
part = calc_dir_light(light);
result += light.color * part * shadow;
if (i == 0U)
part *= shadow;
result += light.color * part;
}
vec4 tex_color = texture(tex, f_coord);

View File

@@ -1,7 +1,10 @@
#version 330
in vec3 f_pos;
in vec2 f_coord;
uniform sampler2D tex;
void main()
{
gl_FragDepth = gl_FragCoord.z + (1.0 - texture(tex, f_coord).w);
}

View File

@@ -1,8 +1,9 @@
#version 330
layout (location = 0) in vec3 v_vert;
layout (location = 2) in vec2 v_coord;
out vec3 f_pos;
out vec2 f_coord;
uniform mat4 modelview;
uniform mat4 projection;
@@ -10,4 +11,5 @@ uniform mat4 projection;
void main()
{
gl_Position = (projection * modelview) * vec4(v_vert, 1.0f);
f_coord = v_coord;
}

View File

@@ -76,6 +76,7 @@
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/epsilon.hpp>
#include <glm/gtx/rotate_vector.hpp>

View File

@@ -1,5 +1,5 @@
#pragma once
#define VERSION_MAJOR 17
#define VERSION_MINOR 628
#define VERSION_MINOR 701
#define VERSION_REVISION 0