mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
maintenance: removed deprecated render code
This commit is contained in:
@@ -606,23 +606,8 @@ int TAnimModel::Flags()
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return i;
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};
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//-----------------------------------------------------------------------------
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// 2011-03-16 funkcje renderowania z możliwością pochylania obiektów
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//-----------------------------------------------------------------------------
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#ifdef EU07_USE_OLD_RENDERCODE
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void TAnimModel::Render( vector3 const &Position ) {
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RaAnimate(); // jednorazowe przeliczenie animacji
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RaPrepare();
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if( pModel ) // renderowanie rekurencyjne submodeli
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GfxRenderer.Render( pModel, Material(), Position, vAngle );
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};
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void TAnimModel::RenderAlpha( vector3 const &Position ) {
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RaPrepare();
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if( pModel ) // renderowanie rekurencyjne submodeli
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GfxRenderer.Render_Alpha( pModel, Material(), Position, vAngle );
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};
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#endif
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//---------------------------------------------------------------------------
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bool TAnimModel::TerrainLoaded()
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{ // zliczanie kwadratów kilometrowych (główna linia po Next) do tworznia tablicy
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return (this ? pModel != NULL : false);
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@@ -164,10 +164,6 @@ class TAnimModel {
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bool Load(cParser *parser, bool ter = false);
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TAnimContainer * AddContainer(char *pName);
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TAnimContainer * GetContainer(char *pName);
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#ifdef EU07_USE_OLD_RENDERCODE
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void Render( vector3 const &Position );
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void RenderAlpha( vector3 const &Position );
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#endif
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int Flags();
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void RaAnglesSet(double a, double b, double c)
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{
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@@ -178,9 +174,6 @@ class TAnimModel {
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bool TerrainLoaded();
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int TerrainCount();
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TSubModel * TerrainSquare(int n);
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#ifdef EU07_USE_OLD_RENDERCODE
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void TerrainRenderVBO(int n);
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#endif
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void AnimationVND(void *pData, double a, double b, double c, double d);
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void LightSet(int n, float v);
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static void AnimUpdate(double dt);
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19
Driver.cpp
19
Driver.cpp
@@ -187,7 +187,7 @@ void TSpeedPos::CommandCheck()
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}
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};
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bool TSpeedPos::Update(vector3 *p, vector3 *dir, double &len, TOrders const &Orders )
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bool TSpeedPos::Update(vector3 *p, vector3 *dir, double &len )
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{ // przeliczenie odległości od punktu (*p), w kierunku (*dir), zaczynając od pojazdu
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// dla kolejnych pozycji podawane są współrzędne poprzedniego obiektu w (*p)
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vector3 v = vPos - *p; // wektor od poprzedniego obiektu (albo pojazdu) do punktu zmiany
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@@ -253,19 +253,6 @@ bool TSpeedPos::Update(vector3 *p, vector3 *dir, double &len, TOrders const &Ord
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if( trTrack->iCategoryFlag & 1 ) {
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// railways
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/*
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if( ( iFlags & spElapsed ) == 0 ) {
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// jeśli nie wjechał
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// TODO: remove this block when the detection of vehicles ahead is working properly
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if( false == trTrack->Dynamics.empty() ) {
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// to zabronić wjazdu (chyba że ten z przodu też jedzie prosto)
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fVelNext = 25.0; // can't force full stop as it can prevent vehicles from leaving the track. slow down should be enough to ensure slow enough movement to stop
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if( Global::iWriteLogEnabled & 8 ) {
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WriteLog( "Track " + trTrack->NameGet() + " is occupied. Vehicle count: " + std::to_string( trTrack->Dynamics.size() ) + ", distance: " + std::to_string( fDist ) + " m." );
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}
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}
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}
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*/
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if( iFlags & spSwitch ) {
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// jeśli odcinek zmienny
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if( ( ( trTrack->GetSwitchState() & 1 ) != 0 ) !=
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@@ -701,7 +688,7 @@ void TController::TableCheck(double fDistance)
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{ // aktualizacja rekordów z wyjątkiem ostatniego
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if (sSpeedTable[i].iFlags & spEnabled) // jeśli pozycja istotna
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{
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if (sSpeedTable[i].Update(&pos, &dir, len, OrderCurrentGet()))
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if(sSpeedTable[i].Update( &pos, &dir, len ))
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{
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if( Global::iWriteLogEnabled & 8 ) {
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WriteLog( "Speed table for " + OwnerName() + " detected switch change at " + sSpeedTable[ i ].trTrack->NameGet() + " (generating fresh trace)" );
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@@ -744,7 +731,7 @@ void TController::TableCheck(double fDistance)
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}
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}
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}
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sSpeedTable[iLast].Update(&pos, &dir, len, OrderCurrentGet()); // aktualizacja ostatniego
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sSpeedTable[iLast].Update( &pos, &dir, len ); // aktualizacja ostatniego
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// WriteLog("TableCheck: Upate last track. Dist=" + AnsiString(sSpeedTable[iLast].fDist));
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if( sSpeedTable[ iLast ].fDist < fDistance ) {
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TableTraceRoute( fDistance, pVehicles[ 1 ] ); // doskanowanie dalszego odcinka
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2
Driver.h
2
Driver.h
@@ -144,7 +144,7 @@ class TSpeedPos
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public:
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void Clear();
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bool Update(vector3 *p, vector3 *dir, double &len, TOrders const &Orders );
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bool Update(vector3 *p, vector3 *dir, double &len );
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bool Set(TEvent *e, double d, TOrders order = Wait_for_orders);
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void Set(TTrack *t, double d, int f);
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std::string TableText();
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66
Model3d.cpp
66
Model3d.cpp
@@ -645,72 +645,6 @@ basic_vertex *TSubModel::TrianglePtr(int tex, int pos, glm::vec3 const &Ambient,
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return s->Vertices + pos; // wskaźnik na wolne miejsce w tabeli wierzchołków
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};
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*/
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#ifdef EU07_USE_OLD_RENDERCODE
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void TSubModel::DisplayLists()
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{ // utworznie po jednej skompilowanej liście dla
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// każdego submodelu
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if (Global::bUseVBO)
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return; // Ra: przy VBO to się nie przyda
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if (eType < TP_ROTATOR)
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{
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if (iNumVerts > 0)
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{
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uiDisplayList = glGenLists(1);
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glNewList(uiDisplayList, GL_COMPILE);
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#ifdef USE_VERTEX_ARRAYS
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// ShaXbee-121209: przekazywanie wierzcholkow hurtem
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glVertexPointer(3, GL_DOUBLE, sizeof(GLVERTEX), &Vertices[0].Point.x);
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glNormalPointer(GL_DOUBLE, sizeof(GLVERTEX), &Vertices[0].Normal.x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(GLVERTEX), &Vertices[0].tu);
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glDrawArrays(eType, 0, iNumVerts);
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#else
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glBegin(eType);
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for (int i = 0; i < iNumVerts; i++)
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{
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/*
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glNormal3dv(&Vertices[i].Normal.x);
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glTexCoord2f(Vertices[i].tu,Vertices[i].tv);
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glVertex3dv(&Vertices[i].Point.x);
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*/
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glNormal3fv(glm::value_ptr(Vertices[i].normal));
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glTexCoord2fv(glm::value_ptr(Vertices[i].material));
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glVertex3fv(glm::value_ptr(Vertices[i].position));
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};
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glEnd();
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#endif
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glEndList();
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}
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}
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else if (eType == TP_FREESPOTLIGHT)
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{
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uiDisplayList = glGenLists(1);
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glNewList(uiDisplayList, GL_COMPILE);
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glBegin(GL_POINTS);
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glVertex3f( 0.0f, 0.0f, -0.05f ); // shift point towards the viewer, to avoid z-fighting with the light polygons
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glEnd();
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glEndList();
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}
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else if (eType == TP_STARS)
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{ // punkty świecące dookólnie
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uiDisplayList = glGenLists(1);
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glNewList(uiDisplayList, GL_COMPILE);
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glBegin(GL_POINTS);
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for (int i = 0; i < iNumVerts; ++i)
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{
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glColor3fv(glm::value_ptr(Vertices[i].normal));
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glVertex3fv(glm::value_ptr(Vertices[i].position));
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};
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glEnd();
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glEndList();
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}
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// SafeDeleteArray(Vertices); //przy VBO muszą zostać do załadowania całego
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// modelu
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if (Child)
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Child->DisplayLists();
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if (Next)
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Next->DisplayLists();
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};
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#endif
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void TSubModel::InitialRotate(bool doit)
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{ // konwersja układu współrzędnych na zgodny ze scenerią
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@@ -250,7 +250,6 @@ opengl_renderer::Init( GLFWwindow *Window ) {
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}
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else {
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ErrorLog( "Shadows framebuffer setup failed" );
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m_framebuffersupport = false;
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Global::RenderShadows = false;
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}
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::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
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21
sky.cpp
21
sky.cpp
@@ -24,25 +24,4 @@ void TSky::Init() {
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}
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};
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#ifdef EU07_USE_OLD_RENDERCODE
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void TSky::Render( glm::vec3 const &Tint )
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{
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if (mdCloud)
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{ // jeśli jest model nieba
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// setup
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::glEnable( GL_LIGHTING );
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GfxRenderer.Disable_Lights();
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(Tint) );
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// render
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GfxRenderer.Render( mdCloud, nullptr, 100.0 );
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GfxRenderer.Render_Alpha( mdCloud, nullptr, 100.0 );
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// post-render cleanup
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GLfloat noambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, noambient );
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::glEnable( GL_LIGHT0 ); // other lights will be enabled during lights update
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::glDisable( GL_LIGHTING );
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}
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};
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#endif
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//---------------------------------------------------------------------------
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3
sky.h
3
sky.h
@@ -21,9 +21,6 @@ private:
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public:
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void Init();
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#ifdef EU07_USE_OLD_RENDERCODE
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void Render( glm::vec3 const &Tint = glm::vec3(1.0f, 1.0f, 1.0f) );
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#endif
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};
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//---------------------------------------------------------------------------
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18
stars.cpp
18
stars.cpp
@@ -12,21 +12,3 @@ cStars::init() {
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m_stars = TModelsManager::GetModel( "models\\skydome_stars.t3d", false );
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}
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#ifdef EU07_USE_OLD_RENDERCODE
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void
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cStars::render() {
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// setup
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::glPushMatrix();
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::glRotatef( m_latitude, 1.0f, 0.0f, 0.0f ); // ustawienie osi OY na północ
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::glRotatef( -std::fmod( (float)Global::fTimeAngleDeg, 360.0f ), 0.0f, 1.0f, 0.0f ); // obrót dobowy osi OX
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::glPointSize( 2.0f );
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// render
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GfxRenderer.Render( &m_stars, nullptr, 1.0 );
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// post-render cleanup
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::glPointSize( 3.0f );
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::glPopMatrix();
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}
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#endif
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