upgraded reflection map to dynamic environment cube map

This commit is contained in:
tmj-fstate
2017-08-11 23:45:38 +02:00
parent aaf4b599a5
commit 30fc01c65a
3 changed files with 326 additions and 48 deletions

View File

@@ -27,7 +27,7 @@ class opengl_stack {
public:
// constructors:
opengl_stack() { m_stack.emplace(1.0f); }
opengl_stack() { m_stack.emplace(1.f); }
// methods:
glm::mat4 const &
@@ -86,29 +86,32 @@ private:
mat4_stack m_stack;
};
enum stack_mode { gl_projection = 0, gl_modelview = 1 };
enum stack_mode { gl_modelview = 0, gl_projection = 1, gl_texture = 2 };
typedef std::vector<opengl_stack> openglstack_array;
public:
// constructors:
opengl_matrices() {
m_stacks.emplace_back(); // projection
m_stacks.emplace_back(); // modelview
m_stacks.emplace_back(); // projection
m_stacks.emplace_back(); // texture
}
// methods:
void
mode( GLuint const Mode ) {
switch( Mode ) {
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
default: { break; } }
glMatrixMode( Mode ); }
::glMatrixMode( Mode ); }
glm::mat4 const &
data( GLuint const Mode = -1 ) const {
switch( Mode ) {
case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
case GL_MODELVIEW: { return m_stacks[ stack_mode::gl_modelview ].data(); }
case GL_PROJECTION: { return m_stacks[ stack_mode::gl_projection ].data(); }
case GL_TEXTURE: { return m_stacks[ stack_mode::gl_texture ].data(); }
default: { return m_stacks[ m_mode ].data(); } } }
float const *
data_array( GLuint const Mode = -1 ) const {
@@ -128,7 +131,7 @@ public:
void
rotate( Type_ const Angle, Type_ const X, Type_ const Y, Type_ const Z ) {
m_stacks[ m_mode ].rotate(
static_cast<float>(Angle) * 0.0174532925f, // deg2rad
static_cast<float>(glm::radians(Angle)),
glm::vec3(
static_cast<float>(X),
static_cast<float>(Y),

View File

@@ -26,6 +26,7 @@ opengl_renderer GfxRenderer;
extern TWorld World;
int const EU07_PICKBUFFERSIZE { 1024 }; // size of (square) textures bound with the pick framebuffer
int const EU07_ENVIRONMENTBUFFERSIZE { 256 }; // size of (square) environmental cube map texture
namespace colors {
@@ -173,11 +174,11 @@ opengl_renderer::Init( GLFWwindow *Window ) {
// texture
::glGenTextures( 1, &m_picktexture );
::glBindTexture( GL_TEXTURE_2D, m_picktexture );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
::glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, EU07_PICKBUFFERSIZE, EU07_PICKBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
// depth buffer
::glGenRenderbuffersEXT( 1, &m_pickdepthbuffer );
::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_pickdepthbuffer );
@@ -251,7 +252,42 @@ opengl_renderer::Init( GLFWwindow *Window ) {
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
}
// environment cube map resources
if( true == m_framebuffersupport ) {
// texture:
::glGenTextures( 1, &m_environmentcubetexture );
::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
// allocate space
for( GLuint faceindex = GL_TEXTURE_CUBE_MAP_POSITIVE_X; faceindex < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6; ++faceindex ) {
::glTexImage2D( faceindex, 0, GL_RGBA8, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
}
// setup parameters
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
// depth buffer
::glGenRenderbuffersEXT( 1, &m_environmentdepthbuffer );
::glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, m_environmentdepthbuffer );
::glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE );
// create and assemble the framebuffer
::glGenFramebuffersEXT( 1, &m_environmentframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer );
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, m_environmentcubetexture, 0 );
::glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, m_environmentdepthbuffer );
// check if we got it working
GLenum status = ::glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status == GL_FRAMEBUFFER_COMPLETE_EXT ) {
WriteLog( "Reflections framebuffer setup complete" );
m_environmentcubetexturesupport = true;
}
else {
ErrorLog( "Reflections framebuffer setup failed" );
m_environmentcubetexturesupport = false;
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch back to primary render target for now
}
// prepare basic geometry chunks
auto const geometrybank = m_geometry.create_bank();
float const size = 2.5f;
@@ -337,6 +373,14 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
glm::vec3{ m_renderpass.camera.position() - shadowcamera.position() } );
}
if( ( true == m_environmentcubetexturesupport )
&& ( true == World.InitPerformed() ) ) {
// potentially update environmental cube map
if( true == Render_reflections() ) {
setup_pass( m_renderpass, Mode ); // restore draw mode. TBD, TODO: render mode stack
}
}
::glViewport( 0, 0, Global::iWindowWidth, Global::iWindowHeight );
if( World.InitPerformed() ) {
@@ -383,6 +427,15 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
switch_units( true, false, false );
// cab render is done in translucent phase to deal with badly configured vehicles
if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); }
if( m_environmentcubetexturesupport ) {
// restore default texture matrix for reflections cube map
Active_Texture( m_helpertextureunit );
::glMatrixMode( GL_TEXTURE );
::glPopMatrix();
Active_Texture( m_diffusetextureunit );
::glMatrixMode( GL_MODELVIEW );
}
}
UILayer.render();
break;
@@ -394,7 +447,7 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
// setup
auto const shadowdrawstart = std::chrono::steady_clock::now();
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_shadowframebuffer );
::glBindFramebufferEXT( GL_FRAMEBUFFER, m_shadowframebuffer );
::glViewport( 0, 0, m_shadowbuffersize, m_shadowbuffersize );
@@ -431,6 +484,39 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
break;
}
case rendermode::reflections: {
// NOTE: buffer and viewport setup in this mode is handled by the wrapper method
::glClearColor( 0.f, 0.f, 0.f, 1.f );
::glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
if( World.InitPerformed() ) {
::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE );
// setup
setup_matrices();
// render
setup_drawing( true );
setup_units( true, false, false );
Render( &World.Environment );
// opaque parts...
setup_drawing( false );
setup_units( true, true, true );
Render( &World.Ground );
/*
// reflections are limited to sky and ground only, the update rate is too low for anything else
// ...translucent parts
setup_drawing( true );
Render_Alpha( &World.Ground );
// cab render is performed without shadows, due to low resolution and number of models without windows :|
switch_units( true, false, false );
// cab render is done in translucent phase to deal with badly configured vehicles
if( World.Train != nullptr ) { Render_cab( World.Train->Dynamic() ); }
*/
::glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
break;
}
case rendermode::pickcontrols: {
if( World.InitPerformed() ) {
// setup
@@ -480,6 +566,32 @@ opengl_renderer::Render_pass( rendermode const Mode ) {
}
}
// creates dynamic environment cubemap
bool
opengl_renderer::Render_reflections() {
auto const &time = simulation::Time.data();
auto const timestamp = time.wDay * 60 * 24 + time.wHour * 60 + time.wMinute;
if( timestamp - m_environmenttimestamp < 5 ) {
// run update every 5+ mins of simulation time
return false;
}
m_environmenttimestamp = timestamp;
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, m_environmentframebuffer );
::glViewport( 0, 0, EU07_ENVIRONMENTBUFFERSIZE, EU07_ENVIRONMENTBUFFERSIZE );
for( m_environmentcubetextureface = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
m_environmentcubetextureface < GL_TEXTURE_CUBE_MAP_POSITIVE_X + 6;
++m_environmentcubetextureface ) {
::glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, m_environmentcubetextureface, m_environmentcubetexture, 0 );
Render_pass( rendermode::reflections );
}
::glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
return true;
}
void
opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear, float const Zfar, bool const Ignoredebug ) {
@@ -490,6 +602,7 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
switch( Mode ) {
case rendermode::color: { Config.draw_range = Global::BaseDrawRange; break; }
case rendermode::shadows: { Config.draw_range = Global::BaseDrawRange * 0.5f; break; }
case rendermode::reflections: { Config.draw_range = Global::BaseDrawRange; break; }
case rendermode::pickcontrols: { Config.draw_range = 50.f; break; }
case rendermode::pickscenery: { Config.draw_range = Global::BaseDrawRange * 0.5f; break; }
default: { Config.draw_range = 0.f; break; }
@@ -573,6 +686,29 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
frustumchunkmin.z - 500.f, frustumchunkmax.z + 500.f );
break;
}
case rendermode::reflections: {
// projection
camera.projection() *=
glm::perspective(
glm::radians( 90.f ),
1.f,
0.1f * Global::ZoomFactor,
Config.draw_range * Global::fDistanceFactor );
// modelview
camera.position() = (
( ( true == DebugCameraFlag ) && ( false == Ignoredebug ) ) ?
Global::DebugCameraPosition :
Global::pCameraPosition );
glm::dvec3 const cubefacetargetvectors[ 6 ] = { { 1.0, 0.0, 0.0 }, { -1.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 } };
glm::dvec3 const cubefaceupvectors[ 6 ] = { { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 }, { 0.0, 0.0, 1.0 }, { 0.0, 0.0, -1.0 }, { 0.0, -1.0, 0.0 }, { 0.0, -1.0, 0.0 } };
auto const cubefaceindex = m_environmentcubetextureface - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
viewmatrix *=
glm::lookAt(
camera.position(),
camera.position() + cubefacetargetvectors[ cubefaceindex ],
cubefaceupvectors[ cubefaceindex ] );
break;
}
case rendermode::pickcontrols:
case rendermode::pickscenery: {
@@ -602,6 +738,17 @@ opengl_renderer::setup_matrices() {
::glMatrixMode( GL_PROJECTION );
OpenGLMatrices.load_matrix( m_renderpass.camera.projection() );
if( ( m_renderpass.draw_mode == rendermode::color )
&& ( m_environmentcubetexturesupport ) ) {
// special case, for colour render pass setup texture matrix for reflections cube map
Active_Texture( m_helpertextureunit );
::glMatrixMode( GL_TEXTURE );
::glPushMatrix();
::glMultMatrixf( glm::value_ptr( glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.camera.modelview() } } ) ) );
Active_Texture( m_diffusetextureunit );
}
// trim modelview matrix just to rotation, since rendering is done in camera-centric world space
::glMatrixMode( GL_MODELVIEW );
OpenGLMatrices.load_matrix( glm::mat4( glm::mat3( m_renderpass.camera.modelview() ) ) );
@@ -621,7 +768,8 @@ opengl_renderer::setup_drawing( bool const Alpha ) {
}
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
::glEnable( GL_LIGHTING );
::glShadeModel( GL_SMOOTH );
if( Global::iMultisampling ) {
@@ -668,11 +816,26 @@ opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const
if( ( true == Reflections )
|| ( ( true == Global::RenderShadows ) && ( true == Shadows ) ) ) {
m_textures.bind( textureunit::helper, m_reflectiontexture );
::glEnable( GL_TEXTURE_2D );
// we need to have texture on the helper for either the reflection and shadow generation (or both)
if( true == m_environmentcubetexturesupport ) {
// bind dynamic environment cube if it's enabled...
// NOTE: environment cube map isn't part of regular texture system, so we use direct bind call here
::glBindTexture( GL_TEXTURE_CUBE_MAP, m_environmentcubetexture );
::glEnable( GL_TEXTURE_CUBE_MAP );
}
else {
// ...otherwise fallback on static spherical image
m_textures.bind( textureunit::helper, m_reflectiontexture );
::glEnable( GL_TEXTURE_2D );
}
}
else {
::glDisable( GL_TEXTURE_2D );
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_CUBE_MAP );
}
else {
::glDisable( GL_TEXTURE_2D );
}
}
if( ( true == Global::RenderShadows ) && ( true == Shadows ) ) {
@@ -700,14 +863,32 @@ opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const
}
if( true == Reflections ) {
::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glEnable( GL_TEXTURE_GEN_S );
::glEnable( GL_TEXTURE_GEN_T );
if( true == m_environmentcubetexturesupport ) {
::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP );
::glEnable( GL_TEXTURE_GEN_S );
::glEnable( GL_TEXTURE_GEN_T );
::glEnable( GL_TEXTURE_GEN_R );
}
else {
// fixed texture fall back
::glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP );
::glEnable( GL_TEXTURE_GEN_S );
::glEnable( GL_TEXTURE_GEN_T );
}
}
else {
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
::glDisable( GL_TEXTURE_GEN_R );
}
else {
::glDisable( GL_TEXTURE_GEN_S );
::glDisable( GL_TEXTURE_GEN_T );
}
}
}
// shadow texture unit.
@@ -810,6 +991,10 @@ opengl_renderer::setup_units( bool const Diffuse, bool const Shadows, bool const
::glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
*/
}
// update unit state
m_unitstate.diffuse = Diffuse;
m_unitstate.shadows = Shadows;
m_unitstate.reflections = Reflections;
}
// enables and disables specified texture units
@@ -817,16 +1002,25 @@ void
opengl_renderer::switch_units( bool const Diffuse, bool const Shadows, bool const Reflections ) {
// helper texture unit.
if( m_helpertextureunit >= 0 ) {
Active_Texture( m_helpertextureunit );
if( ( true == Reflections )
|| ( ( true == Global::RenderShadows )
&& ( true == Shadows )
&& ( m_shadowcolor != colors::white ) ) ) {
Active_Texture( m_helpertextureunit );
::glEnable( GL_TEXTURE_2D );
if( true == m_environmentcubetexturesupport ) {
::glEnable( GL_TEXTURE_CUBE_MAP );
}
else {
::glEnable( GL_TEXTURE_2D );
}
}
else {
Active_Texture( m_helpertextureunit );
::glDisable( GL_TEXTURE_2D );
if( true == m_environmentcubetexturesupport ) {
::glDisable( GL_TEXTURE_CUBE_MAP );
}
else {
::glDisable( GL_TEXTURE_2D );
}
}
}
// shadow texture unit.
@@ -864,6 +1058,10 @@ opengl_renderer::switch_units( bool const Diffuse, bool const Shadows, bool cons
Active_Texture( m_diffusetextureunit );
::glDisable( GL_TEXTURE_2D );
}
// update unit state
m_unitstate.diffuse = Diffuse;
m_unitstate.shadows = Shadows;
m_unitstate.reflections = Reflections;
}
void
@@ -1186,6 +1384,19 @@ opengl_renderer::Render( TGround *Ground ) {
}
break;
}
case rendermode::reflections: {
// reflections render only terrain geometry
for( int column = originx; column <= originx + segmentcount; ++column ) {
for( int row = originz; row <= originz + segmentcount; ++row ) {
auto *cell = &Ground->Rects[ column ][ row ];
if( m_renderpass.camera.visible( cell->m_area ) ) {
Render( cell );
}
}
}
break;
}
case rendermode::shadows:
case rendermode::pickscenery: {
// these render modes don't bother with anything non-visual, or lights
@@ -1228,7 +1439,8 @@ opengl_renderer::Render( TGroundRect *Groundcell ) {
// non-interactive scenery elements get neutral colour
::glColor3fv( glm::value_ptr( colors::none ) );
}
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
if( Groundcell->nRenderRect != nullptr ) {
// nieprzezroczyste trójkąty kwadratu kilometrowego
for( TGroundNode *node = Groundcell->nRenderRect; node != nullptr; node = node->nNext3 ) {
@@ -1263,15 +1475,27 @@ opengl_renderer::Render( TGroundRect *Groundcell ) {
result = true;
// add the subcells of the cell to the draw queue
if( Groundcell->pSubRects != nullptr ) {
for( std::size_t subcellindex = 0; subcellindex < iNumSubRects * iNumSubRects; ++subcellindex ) {
auto subcell = Groundcell->pSubRects + subcellindex;
if( subcell->iNodeCount ) {
// o ile są jakieś obiekty, bo po co puste sektory przelatywać
m_drawqueue.emplace_back(
glm::length2( m_renderpass.camera.position() - glm::dvec3( subcell->m_area.center ) ),
subcell );
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::shadows:
case rendermode::pickscenery: {
if( Groundcell->pSubRects != nullptr ) {
for( std::size_t subcellindex = 0; subcellindex < iNumSubRects * iNumSubRects; ++subcellindex ) {
auto subcell = Groundcell->pSubRects + subcellindex;
if( subcell->iNodeCount ) {
// o ile są jakieś obiekty, bo po co puste sektory przelatywać
m_drawqueue.emplace_back(
glm::length2( m_renderpass.camera.position() - glm::dvec3( subcell->m_area.center ) ),
subcell );
}
}
}
break;
}
case rendermode::reflections:
case rendermode::pickcontrols:
default: {
break;
}
}
}
@@ -1831,7 +2055,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
if( Submodel->iAlpha & Submodel->iFlags & 0x1F ) {
// rysuj gdy element nieprzezroczysty
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
// NOTE: code disabled as normalization marking doesn't take into account scaling propagation down hierarchy chains
// for the time being we'll do with enforced worst-case scaling method, when speculars are enabled
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
@@ -1865,11 +2090,15 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glEnable( GL_RESCALE_NORMAL );
}
// ...luminance
auto const unitstate = m_unitstate;
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( Submodel->f4Diffuse * Submodel->f4Emision.a ) );
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
switch_units( m_unitstate.diffuse, false, false );
}
// main draw call
@@ -1882,7 +2111,10 @@ opengl_renderer::Render( TSubModel *Submodel ) {
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( m_unitstate.diffuse, unitstate.shadows, unitstate.reflections );
}
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
@@ -1945,7 +2177,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
switch( m_renderpass.draw_mode ) {
// spotlights are only rendered in colour mode(s)
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
auto const &modelview = OpenGLMatrices.data( GL_MODELVIEW );
auto const lightcenter =
modelview
@@ -1977,15 +2210,22 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glPushMatrix();
::glLoadIdentity();
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
/*
setup_shadow_color( colors::white );
*/
auto const unitstate = m_unitstate;
switch_units( m_unitstate.diffuse, false, false );
// main draw call
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
// re-enable shadows
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( m_unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();
::glPopAttrib();
}
@@ -2001,7 +2241,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
switch( m_renderpass.draw_mode ) {
// colour points are only rendered in colour mode(s)
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
if( Global::fLuminance < Submodel->fLight ) {
// material configuration:
@@ -2048,7 +2289,8 @@ opengl_renderer::Render( TTrack *Track ) {
}
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
case rendermode::color:
case rendermode::reflections: {
Track->EnvironmentSet();
if( Track->m_material1 != 0 ) {
Bind_Material( Track->m_material1 );
@@ -2061,8 +2303,8 @@ opengl_renderer::Render( TTrack *Track ) {
Track->EnvironmentReset();
break;
}
case rendermode::pickscenery:
case rendermode::shadows: {
case rendermode::shadows:
case rendermode::pickscenery: {
if( Track->m_material1 != 0 ) {
Bind_Material( Track->m_material1 );
m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
@@ -2098,11 +2340,12 @@ opengl_renderer::Render( TMemCell *Memcell ) {
::glPopAttrib();
break;
}
case rendermode::pickscenery:
case rendermode::shadows: {
case rendermode::shadows:
case rendermode::pickscenery: {
::gluSphere( m_quadric, 0.35, 4, 2 );
break;
}
case rendermode::reflections:
case rendermode::pickcontrols: {
break;
}
@@ -2502,11 +2745,15 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * Global::DayLight.specular.a * m_speculartranslucentscalefactor ) );
}
// ...luminance
auto const unitstate = m_unitstate;
if( Global::fLuminance < Submodel->fLight ) {
// zeby swiecilo na kolorowo
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( Submodel->f4Diffuse * Submodel->f4Emision.a ) );
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
switch_units( m_unitstate.diffuse, false, false );
}
// main draw call
@@ -2519,7 +2766,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
if( Global::fLuminance < Submodel->fLight ) {
// restore default (lack of) brightness
::glMaterialfv( GL_FRONT, GL_EMISSION, glm::value_ptr( colors::none ) );
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( m_unitstate.diffuse, unitstate.shadows, unitstate.reflections );
}
#ifdef EU07_USE_OPTIMIZED_NORMALIZATION
switch( Submodel->m_normalizenormals ) {
@@ -2571,7 +2821,11 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
::glRotated( std::atan2( lightcenter.x, lightcenter.z ) * 180.0 / M_PI, 0.0, 1.0, 0.0 ); // jedynie obracamy w pionie o kąt
// disable shadows so they don't obstruct self-lit items
/*
setup_shadow_color( colors::white );
*/
auto const unitstate = m_unitstate;
switch_units( m_unitstate.diffuse, false, false );
// main draw call
m_geometry.draw( m_billboardgeometry );
@@ -2584,7 +2838,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// ...etc instead IF we had easy access to camera's forward and right vectors. TODO: check if Camera matrix is accessible
*/
// post-render cleanup
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( m_unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();
::glPopAttrib();

View File

@@ -213,6 +213,7 @@ private:
none,
color,
shadows,
reflections,
pickcontrols,
pickscenery
};
@@ -233,14 +234,18 @@ private:
float draw_range { 0.0f };
};
struct units_state {
bool diffuse { false };
bool shadows { false };
bool reflections { false };
};
typedef std::vector<opengl_light> opengllight_array;
// methods
bool
Init_caps();
// runs jobs needed to generate graphics for specified render pass
void
Render_pass( rendermode const Mode );
void
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
void
@@ -253,6 +258,12 @@ private:
setup_shadow_color( glm::vec4 const &Shadowcolor );
void
switch_units( bool const Diffuse, bool const Shadows, bool const Reflections );
// runs jobs needed to generate graphics for specified render pass
void
Render_pass( rendermode const Mode );
// creates dynamic environment cubemap
bool
Render_reflections();
bool
Render( world_environment *Environment );
bool
@@ -311,25 +322,32 @@ private:
texture_handle m_moontexture { -1 };
texture_handle m_reflectiontexture { -1 };
GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport { false };
#ifdef EU07_USE_PICKING_FRAMEBUFFER
GLuint m_pickframebuffer { NULL }; // TODO: refactor pick framebuffer stuff into an object
GLuint m_pickframebuffer { NULL };
GLuint m_picktexture { NULL };
GLuint m_pickdepthbuffer { NULL };
#endif
int m_shadowbuffersize { 4096 };
int m_shadowbuffersize { 2048 };
GLuint m_shadowframebuffer { NULL };
GLuint m_shadowtexture { NULL };
#ifdef EU07_USE_DEBUG_SHADOWMAP
GLuint m_shadowdebugtexture{ NULL };
#endif
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
GLuint m_environmentframebuffer { NULL };
GLuint m_environmentcubetexture { NULL };
GLuint m_environmentdepthbuffer { NULL };
bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface { NULL }; // helper, currently processed cube map face
int m_environmenttimestamp { 0 }; // time of the most recent environment map update
int m_helpertextureunit { GL_TEXTURE0 };
int m_shadowtextureunit { GL_TEXTURE1 };
int m_normaltextureunit { GL_TEXTURE2 };
int m_diffusetextureunit{ GL_TEXTURE3 };
units_state m_unitstate;
float m_drawtime { 1000.f / 30.f * 20.f }; // start with presumed 'neutral' average of 30 fps
std::chrono::steady_clock::time_point m_drawstart; // cached start time of previous frame