16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 08:49:18 +02:00

fixed light controls in EZT modules, added missing vbo code

This commit is contained in:
tmj-fstate
2017-03-20 22:09:27 +01:00
parent 4052bdea5c
commit 38acc083d1
4 changed files with 67 additions and 32 deletions

View File

@@ -363,34 +363,63 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
::glTranslated( Dynamic->vPosition.x, Dynamic->vPosition.y, Dynamic->vPosition.z ); // standardowe przesunięcie względem początku scenerii
::glMultMatrixd( Dynamic->mMatrix.getArray() );
// wersja Display Lists
// NOTE: VBO path is removed
// TODO: implement universal render path down the road
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
if( Global::bUseVBO ) {
// wersja VBO
if( Dynamic->mdLowPolyInt ) {
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
// 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 );
}
// 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 );
}
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
Dynamic->mdLowPolyInt->RaRenderAlpha( squaredistance, Dynamic->Material()->replacable_skins, Dynamic->Material()->textures_alpha );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Dynamic->mdModel->RaRenderAlpha( squaredistance, Dynamic->Material()->replacable_skins, Dynamic->Material()->textures_alpha );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Dynamic->mdLoad->RaRenderAlpha( squaredistance, Dynamic->Material()->replacable_skins, Dynamic->Material()->textures_alpha );
}
else {
// wersja Display Lists
if( Dynamic->mdLowPolyInt ) {
// low poly interior
if( FreeFlyModeFlag ? true : !Dynamic->mdKabina || !Dynamic->bDisplayCab ) {
// enable cab light if needed
if( Dynamic->InteriorLightLevel > 0.0f ) {
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
// 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 );
}
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
Render_Alpha( Dynamic->mdLowPolyInt, Dynamic->Material(), squaredistance );
if( Dynamic->InteriorLightLevel > 0.0f ) {
// reset the overall ambient
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
}
}
}
Render_Alpha( Dynamic->mdModel, Dynamic->Material(), squaredistance );
if( Dynamic->mdLoad ) // renderowanie nieprzezroczystego ładunku
Render_Alpha( Dynamic->mdLoad, Dynamic->Material(), squaredistance );
}
::glPopMatrix();