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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 05:29:17 +02:00

camera-centric rendering, initial implementation

This commit is contained in:
tmj-fstate
2017-05-25 12:58:43 +02:00
parent ac61dbdf14
commit 2b6ea903bc
15 changed files with 385 additions and 357 deletions

153
Track.cpp
View File

@@ -1090,6 +1090,9 @@ void TTrack::Compile(GLuint tex)
hypot2 = hypot1;
normal2 = normal1;
}
auto const origin = pMyNode->m_rootposition;
double roll1, roll2;
switch (iCategoryFlag & 15)
{
@@ -1216,15 +1219,15 @@ void TTrack::Compile(GLuint tex)
}
if (!tex)
GfxRenderer.Bind( TextureID2 );
Segment->RenderLoft( immediate, bpts1, iTrapezoid ? -4 : 4, fTexLength);
Segment->RenderLoft( immediate, origin, bpts1, iTrapezoid ? -4 : 4, fTexLength);
}
if (TextureID1)
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
{ // szyny
if (!tex)
GfxRenderer.Bind( TextureID1 );
Segment->RenderLoft( immediate, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft( immediate, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft( immediate, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft( immediate, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
}
break;
case tt_Switch: // dla zwrotnicy dwa razy szyny
@@ -1252,31 +1255,31 @@ void TTrack::Compile(GLuint tex)
{ // zwrotnica prawa
if( TextureID1 ) {
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 ); // prawa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 ); // prawa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
}
if( TextureID2 ) {
GfxRenderer.Bind( TextureID2 );
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
}
}
else
{ // lewa kiedyś działała lepiej niż prawa
if( TextureID1 ) {
GfxRenderer.Bind( TextureID1 );
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // lewa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts1, nnumPts, fTexLength ); // prawa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // lewa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts2, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
}
if( TextureID2 ) {
// nie wiadomo, czy OpenGL to optymalizuje
GfxRenderer.Bind( TextureID2 );
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts1, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts2, nnumPts, fTexLength ); // lewa szyna normalnie cała
}
}
}
@@ -1315,7 +1318,7 @@ void TTrack::Compile(GLuint tex)
{ // tworzenie trójkątów nawierzchni szosy
if (!tex)
GfxRenderer.Bind( TextureID1 );
Segment->RenderLoft( immediate, bpts1, iTrapezoid ? -2 : 2, fTexLength);
Segment->RenderLoft( immediate, origin, bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
if (tex ? TextureID2 == tex : true) // jeśli pasuje do grupy (tex)
@@ -1399,16 +1402,16 @@ void TTrack::Compile(GLuint tex)
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony
// odcinka
if ((fTexHeight1 >= 0.0) ? true : (slop != 0.0))
Segment->RenderLoft( immediate, rpts1, -3, fTexLength); // tylko jeśli jest z prawej
Segment->RenderLoft( immediate, origin, rpts1, -3, fTexLength); // tylko jeśli jest z prawej
if ((fTexHeight1 >= 0.0) ? true : (side != 0.0))
Segment->RenderLoft( immediate, rpts2, -3, fTexLength); // tylko jeśli jest z lewej
Segment->RenderLoft( immediate, origin, rpts2, -3, fTexLength); // tylko jeśli jest z lewej
}
else
{ // pobocza zwykłe, brak przechyłki
if ((fTexHeight1 >= 0.0) ? true : (slop != 0.0))
Segment->RenderLoft( immediate, rpts1, 3, fTexLength);
Segment->RenderLoft( immediate, origin, rpts1, 3, fTexLength);
if ((fTexHeight1 >= 0.0) ? true : (side != 0.0))
Segment->RenderLoft( immediate, rpts2, 3, fTexLength);
Segment->RenderLoft( immediate, origin, rpts2, 3, fTexLength);
}
}
break;
@@ -1551,19 +1554,19 @@ void TTrack::Compile(GLuint tex)
if (SwitchExtension->iRoads == 4)
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony odcinka
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
SwitchExtension->Segments[ 2 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 3 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 4 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 5 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 2 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 3 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 4 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 5 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
}
}
else
// to będzie ewentualnie dla prostego na skrzyżowaniu trzech dróg
{ // punkt 3 pokrywa się z punktem 1, jak w zwrotnicy; połączenie 1->2 nie musi być prostoliniowe
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
SwitchExtension->Segments[ 2 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P2 do P4
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P4 do P3=P1 (odwrócony)
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P1 do P2
SwitchExtension->Segments[ 2 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P2 do P4
SwitchExtension->Segments[ 1 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P4 do P3=P1 (odwrócony)
SwitchExtension->Segments[ 0 ]->RenderLoft( immediate, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P1 do P2
}
}
}
@@ -1628,7 +1631,7 @@ void TTrack::Compile(GLuint tex)
{
if (!tex)
GfxRenderer.Bind( TextureID1 );
Segment->RenderLoft( immediate, bpts1, numPts, fTexLength);
Segment->RenderLoft( immediate, origin, bpts1, numPts, fTexLength);
}
if (TextureID2)
if (tex ? TextureID2 == tex : true) // jeśli pasuje do grupy (tex)
@@ -1640,8 +1643,8 @@ void TTrack::Compile(GLuint tex)
vector6(-rozp, -fTexHeight1, 0.0)}; // Ra: po kiego 0.1?
if (!tex)
GfxRenderer.Bind( TextureID2 ); // brzeg rzeki
Segment->RenderLoft( immediate, rpts1, 3, fTexLength);
Segment->RenderLoft( immediate, rpts2, 3, fTexLength);
Segment->RenderLoft( immediate, origin, rpts1, 3, fTexLength );
Segment->RenderLoft( immediate, origin, rpts2, 3, fTexLength );
}
break;
}
@@ -1858,6 +1861,9 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
hypot2 = hypot1;
normal2 = normal1;
}
auto const origin = pMyNode->m_rootposition;
double roll1, roll2;
switch (iCategoryFlag & 15)
{
@@ -1959,12 +1965,12 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
bpts1[3] = vector6(-rozp, -fTexHeight1 - 0.18, 0.5 + map12, -normal1.x, -normal1.y, 0.0); // prawy skos
}
}
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -4 : 4, fTexLength);
Segment->RenderLoft(Vert, origin, bpts1, iTrapezoid ? -4 : 4, fTexLength);
}
if (TextureID1)
{ // szyny - generujemy dwie, najwyżej rysować się będzie jedną
Segment->RenderLoft(Vert, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft(Vert, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft(Vert, origin, rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft(Vert, origin, rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
}
break;
case tt_Switch: // dla zwrotnicy dwa razy szyny
@@ -1989,32 +1995,32 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
if (SwitchExtension->RightSwitch)
{ // nowa wersja z SPKS, ale odwrotnie lewa/prawa
if( TextureID1 ) {
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength );
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts2, nnumPts, fTexLength );
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts1, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 );
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 );
}
if( TextureID2 ) {
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts2, nnumPts, fTexLength, 1.0, 2 );
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts1, nnumPts, fTexLength );
}
}
else
{ // lewa działa lepiej niż prawa
if( TextureID1 ) {
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength ); // lewa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts1, nnumPts, fTexLength ); // lewa szyna normalna cała
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts2, nnumPts, fTexLength, 1.0, 2 ); // prawa szyna za iglicą
SwitchExtension->iLeftVBO = Vert - Start; // indeks lewej iglicy
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // prawa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 ); // prawa iglica
}
if( TextureID2 ) {
SwitchExtension->iRightVBO = Vert - Start; // indeks prawej iglicy
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts1, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, nnumPts, fTexLength ); // prawa szyna normalnie cała
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 ); // lewa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts1, nnumPts, fTexLength, 1.0, 2 ); // lewa szyna za iglicą
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts2, nnumPts, fTexLength ); // prawa szyna normalnie cała
}
}
}
@@ -2049,7 +2055,7 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
}
if (TextureID1) // jeśli podana była tekstura, generujemy trójkąty
{ // tworzenie trójkątów nawierzchni szosy
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
Segment->RenderLoft(Vert, origin, bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w Midtown Madness 2?)
@@ -2130,18 +2136,18 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony
// odcinka
if( ( fTexHeight1 >= 0.0 ) || ( slop != 0.0 ) ) {
Segment->RenderLoft( Vert, rpts1, -3, fTexLength ); // tylko jeśli jest z prawej
Segment->RenderLoft( Vert, origin, rpts1, -3, fTexLength ); // tylko jeśli jest z prawej
}
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
Segment->RenderLoft( Vert, rpts2, -3, fTexLength ); // tylko jeśli jest z lewej
Segment->RenderLoft( Vert, origin, rpts2, -3, fTexLength ); // tylko jeśli jest z lewej
}
}
else { // pobocza zwykłe, brak przechyłki
if( ( fTexHeight1 >= 0.0 ) || ( slop != 0.0 ) ) {
Segment->RenderLoft( Vert, rpts1, 3, fTexLength );
Segment->RenderLoft( Vert, origin, rpts1, 3, fTexLength );
}
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
Segment->RenderLoft( Vert, rpts2, 3, fTexLength );
Segment->RenderLoft( Vert, origin, rpts2, 3, fTexLength );
}
}
}
@@ -2266,18 +2272,18 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
if (SwitchExtension->iRoads == 4)
{ // pobocza do trapezowatej nawierzchni - dodatkowe punkty z drugiej strony odcinka
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 3 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 4 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 5 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render );
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 3 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 4 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
SwitchExtension->Segments[ 5 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render );
}
}
else {
// punkt 3 pokrywa się z punktem 1, jak w zwrotnicy; połączenie 1->2 nie musi być prostoliniowe
if( ( fTexHeight1 >= 0.0 ) || ( side != 0.0 ) ) {
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P2 do P4
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P4 do P3=P1 (odwrócony)
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, false, &b, render ); // z P1 do P2
SwitchExtension->Segments[ 2 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P2 do P4
SwitchExtension->Segments[ 1 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P4 do P3=P1 (odwrócony)
SwitchExtension->Segments[ 0 ]->RenderLoft( Vert, origin, rpts2, -3, fTexLength, 1.0, 0, 0, 0.0, &b, render ); // z P1 do P2
}
}
}
@@ -2297,17 +2303,17 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
Vert->nz = 0.0;
Vert->u = 0.5;
Vert->v = 0.5;
Vert->x = oxz.x;
Vert->y = oxz.y;
Vert->z = oxz.z;
Vert->x = oxz.x - origin.x;
Vert->y = oxz.y - origin.y;
Vert->z = oxz.z - origin.z;
++Vert;
// ...and add one extra vertex to close the fan...
Vert->nx = 0.0;
Vert->ny = 1.0;
Vert->nz = 0.0;
// mapowanie we współrzędnych scenerii
u = ( SwitchExtension->vPoints[ 0 ].x - oxz.x ) / fTexLength;
v = ( SwitchExtension->vPoints[ 0 ].z - oxz.z ) / ( fTexRatio1 * fTexLength );
u = ( SwitchExtension->vPoints[ 0 ].x - oxz.x + origin.x ) / fTexLength;
v = ( SwitchExtension->vPoints[ 0 ].z - oxz.z + origin.z ) / ( fTexRatio1 * fTexLength );
Vert->u = cosa0 * u + sina0 * v + 0.5;
Vert->v = -sina0 * u + cosa0 * v + 0.5;
Vert->x = SwitchExtension->vPoints[ 0 ].x;
@@ -2321,8 +2327,8 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
Vert->ny = 1.0;
Vert->nz = 0.0;
// mapowanie we współrzędnych scenerii
u = (SwitchExtension->vPoints[i].x - oxz.x) / fTexLength;
v = (SwitchExtension->vPoints[i].z - oxz.z) / (fTexRatio1 * fTexLength);
u = (SwitchExtension->vPoints[i].x - oxz.x + origin.x ) / fTexLength;
v = (SwitchExtension->vPoints[i].z - oxz.z + origin.z ) / (fTexRatio1 * fTexLength);
Vert->u = cosa0 * u + sina0 * v + 0.5;
Vert->v = -sina0 * u + cosa0 * v + 0.5;
Vert->x = SwitchExtension->vPoints[ i ].x;
@@ -2368,7 +2374,7 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
}
if (TextureID1) // jeśli podana była tekstura, generujemy trójkąty
{ // tworzenie trójkątów nawierzchni szosy
Segment->RenderLoft(Vert, bpts1, iTrapezoid ? -2 : 2, fTexLength);
Segment->RenderLoft(Vert, origin, bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak w
@@ -2390,13 +2396,13 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
rpts2[3] = vector6(bpts1[3].x, bpts1[3].y, 1.0);
rpts2[4] = vector6(bpts1[3].x - side2, bpts1[3].y, 0.5);
rpts2[5] = vector6(-rozp2, -fTexHeight2, 0.0); // prawy brzeg prawego pobocza
Segment->RenderLoft(Vert, rpts1, -3, fTexLength);
Segment->RenderLoft(Vert, rpts2, -3, fTexLength);
Segment->RenderLoft(Vert, origin, rpts1, -3, fTexLength);
Segment->RenderLoft(Vert, origin, rpts2, -3, fTexLength);
}
else
{ // pobocza zwykłe, brak przechyłki
Segment->RenderLoft(Vert, rpts1, 3, fTexLength);
Segment->RenderLoft(Vert, rpts2, 3, fTexLength);
Segment->RenderLoft(Vert, origin, rpts1, 3, fTexLength);
Segment->RenderLoft(Vert, origin, rpts2, 3, fTexLength);
}
}
}
@@ -2884,13 +2890,14 @@ TTrack * TTrack::RaAnimate(GLuint const Vertexbuffer)
bladesbuffer.data() );
*/
auto bladevertices = bladesbuffer.data();
auto const origin = pMyNode->m_rootposition;
if( SwitchExtension->RightSwitch ) { // nowa wersja z SPKS, ale odwrotnie lewa/prawa
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 /*, true*/ );
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 /*, true*/ );
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 /*, true*/ );
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 /*, true*/ );
}
else {
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 /*, true*/ ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 /*, true*/ ); // lewa iglica
SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -SwitchExtension->fOffset2 /*, true*/ ); // prawa iglica
SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, fMaxOffset - SwitchExtension->fOffset1 /*, true*/ ); // lewa iglica
}
// push back updated geometry
::glBufferSubData(