mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 07:59:18 +02:00
fixes for display list path camera-centric rendering, basic support for binary terrain object type, fix for assignment of 3d objects to terrain cells
This commit is contained in:
39
renderer.cpp
39
renderer.cpp
@@ -395,12 +395,12 @@ opengl_renderer::Render( TGround *Ground ) {
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if( Global::bUseVBO ) {
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// vbo render path
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Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ].RenderVBO();
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::glPopMatrix();
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}
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else {
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// display list render path
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Ground->Rects[ ( i + c ) / iNumSubRects ][ ( j + r ) / iNumSubRects ].RenderDL();
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}
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::glPopMatrix();
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if( ( tmp = Ground->FastGetSubRect( i + c, j + r ) ) != nullptr ) {
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if( tmp->iNodeCount ) {
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@@ -440,8 +440,12 @@ opengl_renderer::Render( TGroundNode *Node ) {
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switch (Node->iType)
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{ // obiekty renderowane niezależnie od odległości
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case TP_SUBMODEL:
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::glPushMatrix();
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auto const originoffset = Node->pCenter - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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TSubModel::fSquareDist = 0;
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Render( Node->smTerrain );
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::glPopMatrix();
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return true;
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}
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@@ -494,7 +498,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
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// additional setup for display lists
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if( ( Node->DisplayListID == 0 )
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|| ( Node->iVersion != Global::iReCompile ) ) { // Ra: wymuszenie rekompilacji
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Node->Compile();
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Node->Compile(Node->m_rootposition);
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if( Global::bManageNodes )
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ResourceManager::Register( Node );
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};
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@@ -506,9 +510,6 @@ opengl_renderer::Render( TGroundNode *Node ) {
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// wszelkie linie są rysowane na samym końcu
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if( Node->iNumPts ) {
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// setup
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::glPushMatrix();
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auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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// w zaleznosci od koloru swiatla
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::glColor4ub(
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static_cast<GLubyte>( std::floor( Node->Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ] ) ),
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@@ -521,14 +522,16 @@ opengl_renderer::Render( TGroundNode *Node ) {
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// render
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// TODO: unify the render code after generic buffers are in place
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if( Global::bUseVBO ) {
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::glPushMatrix();
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auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumPts );
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::glPopMatrix();
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}
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else {
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::glCallList( Node->DisplayListID );
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}
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// post-render cleanup
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::glPopMatrix();
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return true;
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}
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else {
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@@ -542,12 +545,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
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Node->DisplayListID == 0 ) ) {
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return false;
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}
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// setup
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::glPushMatrix();
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auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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::glColor3ub(
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static_cast<GLubyte>( Node->Diffuse[ 0 ] ),
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static_cast<GLubyte>( Node->Diffuse[ 1 ] ),
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@@ -559,16 +557,17 @@ opengl_renderer::Render( TGroundNode *Node ) {
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// TODO: unify the render code after generic buffers are in place
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if( Global::bUseVBO ) {
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// vbo render path
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::glPushMatrix();
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auto const originoffset = Node->m_rootposition - Global::pCameraPosition;
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::glTranslated( originoffset.x, originoffset.y, originoffset.z );
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::glDrawArrays( Node->iType, Node->iVboPtr, Node->iNumVerts );
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::glPopMatrix();
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}
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else {
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// display list render path
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::glCallList( Node->DisplayListID );
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}
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// post-render cleanup
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::glPopMatrix();
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return true;
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}
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}
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@@ -703,7 +702,8 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, Math3D:
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if( Angle.z != 0.0 )
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::glRotated( Angle.z, 0.0, 0.0, 1.0 );
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auto const result = Render( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
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// auto const result = Render( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
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auto const result = Render( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
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::glPopMatrix();
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@@ -978,7 +978,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
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Node->hvTraction->RenderVBO( distancesquared, Node->iVboPtr );
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}
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else {
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Node->hvTraction->RenderDL( distancesquared );
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Node->hvTraction->RenderDL( distancesquared, Node->m_rootposition );
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}
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// post-render cleanup
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::glPopMatrix();
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@@ -1010,7 +1010,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
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// additional setup for display lists
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if( ( Node->DisplayListID == 0 )
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|| ( Node->iVersion != Global::iReCompile ) ) { // Ra: wymuszenie rekompilacji
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Node->Compile();
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Node->Compile(Node->m_rootposition);
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if( Global::bManageNodes )
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ResourceManager::Register( Node );
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};
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@@ -1218,7 +1218,8 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, M
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if( Angle.z != 0.0 )
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::glRotated( Angle.z, 0.0, 0.0, 1.0 );
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auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
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// auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position / Global::ZoomFactor ) ); // position is effectively camera offset
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auto const result = Render_Alpha( Model, Material, SquareMagnitude( Position ) ); // position is effectively camera offset
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::glPopMatrix();
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