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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 02:09:17 +02:00

fixes, fog experiments, add shaders to tree

This commit is contained in:
VB
2017-06-29 13:07:10 +02:00
parent 22f6d1f0f7
commit 2e022a91dd
10 changed files with 248 additions and 50 deletions

View File

@@ -102,17 +102,6 @@ opengl_renderer::Init( GLFWwindow *Window ) {
Global::daylight.color.y = 242.0f / 255.0f;
Global::daylight.color.z = 231.0f / 255.0f;
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
::glFogi( GL_FOG_MODE, GL_LINEAR );
::glFogfv( GL_FOG_COLOR, Global::FogColor );
::glFogf( GL_FOG_START, Global::fFogStart );
::glFogf( GL_FOG_END, Global::fFogEnd );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
World.shader = gl_program_light({ gl_shader("lighting.vert"), gl_shader("blinnphong.frag") });
Global::daylight.intensity = 1.0f; //m7todo: przenieść
@@ -168,9 +157,11 @@ opengl_renderer::Render() {
// frustum tests are performed in 'world space' but after we set up frustum
// we no longer need camera translation, only rotation
::glMultMatrixd( glm::value_ptr( glm::dmat4( glm::dmat3( worldcamera ))));
glDebug("rendering environment");
glDisable(GL_FRAMEBUFFER_SRGB);
Render( &World.Environment );
glUseProgram(World.shader);
glDebug("rendering world");
World.shader.bind();
glEnable(GL_FRAMEBUFFER_SRGB);
Render( &World.Ground );
@@ -181,10 +172,13 @@ opengl_renderer::Render() {
m_drawtime = std::max( 20.0f, 0.95f * m_drawtime + std::chrono::duration_cast<std::chrono::milliseconds>( ( std::chrono::steady_clock::now() - timestart ) ).count());
m_drawcount = m_drawqueue.size();
}
glDebug("dis1");
glUseProgram(0);
glDebug("rendering ui");
World.shader.unbind();
glEnable(GL_FRAMEBUFFER_SRGB);
UILayer.render();
glDebug("rendering end");
glfwSwapBuffers( m_window );
return true; // for now always succeed
}
@@ -206,11 +200,10 @@ opengl_renderer::Render( world_environment *Environment ) {
// setup fog
if( Global::fFogEnd > 0 ) {
// fog setup
::glFogfv( GL_FOG_COLOR, Global::FogColor );
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / Global::fFogEnd ) );
::glEnable( GL_FOG );
//m7todo: set fog amount based on scenery settings
World.shader.set_fog(0.0005f, glm::make_vec3(Global::FogColor));
}
else { ::glDisable( GL_FOG ); }
else { World.shader.set_fog(0.0f, glm::make_vec3(Global::FogColor)); }
Environment->m_skydome.Render();
// skydome uses a custom vbo which could potentially confuse the main geometry system. hardly elegant but, eh
@@ -416,9 +409,7 @@ opengl_renderer::Render( TGround *Ground ) {
}
if( m_camera.visible( cell->m_area ) ) {
glDebug("to tu?");
Render( cell );
glDebug("koniec to tu");
}
}
}
@@ -642,14 +633,14 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
World.shader.set_ambient(glm::make_vec3(&cablight.x));
}
Render( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr(m_baseambient) );
World.shader.set_ambient(glm::vec3(m_baseambient));
}
}
}
@@ -732,6 +723,7 @@ void opengl_renderer::Render(TSubModel *Submodel)
World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_material(0.0f, glm::vec3(0.0f));
}
void opengl_renderer::Render_Alpha(TSubModel *Submodel)
@@ -739,6 +731,7 @@ void opengl_renderer::Render_Alpha(TSubModel *Submodel)
World.shader.set_mv(OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_p(OpenGLMatrices.data(GL_PROJECTION));
Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
World.shader.set_material(0.0f, glm::vec3(0.0f));
}
void
@@ -778,8 +771,6 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
// main draw call
m_geometry.draw( Submodel->m_geometry );
World.shader.set_material(0.0f, glm::vec3(0.0f));
}
}
@@ -800,7 +791,8 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
float const distancefactor = static_cast<float>( std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) );
if( lightlevel > 0.0f ) {
glUseProgram(0);
gl_program::unbind();
glEnableClientState(GL_VERTEX_ARRAY);
glLoadMatrixf(glm::value_ptr(mm));
glVertexPointer(3, GL_FLOAT, sizeof(basic_vertex), static_cast<char *>(nullptr)); // pozycje
@@ -821,13 +813,13 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgram(World.shader);
gl_program::bind_last();
}
}
}
else if( Submodel->eType == TP_STARS ) {
//m7todo: reenable
//m7todo: restore
/*
if( Global::fLuminance < Submodel->fLight ) {
glUseProgram(0);
@@ -1101,14 +1093,14 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
// crude way to light the cabin, until we have something more complete in place
auto const cablight = Dynamic->InteriorLight * Dynamic->InteriorLightLevel;
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, &cablight.x );
World.shader.set_ambient(glm::make_vec3(&cablight.x));
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, glm::value_ptr( m_baseambient ) );
World.shader.set_ambient(glm::vec3(m_baseambient));
}
}
}
@@ -1220,8 +1212,6 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
// main draw call
m_geometry.draw(Submodel->m_geometry);
World.shader.set_material(0.0f, glm::vec3(0.0f));
}
}
else if( Submodel->eType == TP_FREESPOTLIGHT ) {
@@ -1240,7 +1230,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
glarelevel = std::max( 0.0f, glarelevel - static_cast<float>(Global::fLuminance) );
if( glarelevel > 0.0f ) {
glUseProgram(0);
gl_program::unbind();
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(basic_vertex), static_cast<char *>(nullptr)); // pozycje
// setup
::glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_COLOR_BUFFER_BIT );
@@ -1264,10 +1257,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
+ CameraUp_worldspace * squareVertices.y * BillboardSize.y;
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
::glEnd();
::glPopAttrib();
glDisableClientState(GL_VERTEX_ARRAY);
glUseProgram(World.shader);
gl_program::bind_last();
}
}
}