mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
vbo changes, merge
This commit is contained in:
@@ -62,6 +62,7 @@ set(SOURCES
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"Sound.cpp"
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"Spring.cpp"
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"shader.cpp"
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"frustum.cpp"
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)
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if (WIN32)
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16
Camera.cpp
16
Camera.cpp
@@ -53,7 +53,7 @@ void TCamera::OnCursorMove(double x, double y)
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Yaw += 2 * M_PI;
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if (Type == tp_Follow) // jeżeli jazda z pojazdem
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{
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Fix(Pitch, -M_PI_4, M_PI_4); // ograniczenie kąta spoglądania w dół i w górę
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clamp(Pitch, -M_PI_4, M_PI_4); // ograniczenie kąta spoglądania w dół i w górę
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// Fix(Yaw,-M_PI,M_PI);
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}
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}
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@@ -169,3 +169,17 @@ void TCamera::Stop()
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Type = tp_Follow;
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Velocity = vector3(0, 0, 0);
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};
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// returns true if specified object is within camera frustum, false otherwise
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bool
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TCamera::IsVisible( TDynamicObject const *Dynamic ) const {
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// sphere test is faster than AABB, so we'll use it here
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float3 diagonal(
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Dynamic->MoverParameters->Dim.L,
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Dynamic->MoverParameters->Dim.H,
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Dynamic->MoverParameters->Dim.W );
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float const radius = static_cast<float>(diagonal.Length()) * 0.5f;
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return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
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}
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10
Camera.h
10
Camera.h
@@ -11,6 +11,9 @@ http://mozilla.org/MPL/2.0/.
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#define CameraH
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#include "dumb3d.h"
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#include "frustum.h"
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#include "dynobj.h"
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using namespace Math3D;
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//---------------------------------------------------------------------------
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@@ -25,6 +28,8 @@ class TCamera
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{
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private:
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vector3 pOffset; // nie używane (zerowe)
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cFrustum m_frustum;
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public: // McZapkie: potrzebuje do kiwania na boki
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double Pitch;
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double Yaw; // w środku: 0=do przodu; na zewnątrz: 0=na południe
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@@ -51,6 +56,11 @@ class TCamera
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void SetCabMatrix(vector3 &p);
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void RaLook();
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void Stop();
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inline
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void
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SetFrustum() { m_frustum.calculate(); }
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bool
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IsVisible( TDynamicObject const *Dynamic ) const;
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// bool GetMatrix(matrix4x4 &Matrix);
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vector3 PtNext, PtPrev;
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};
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@@ -3703,6 +3703,7 @@ void TDynamicObject::TurnOff()
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void TDynamicObject::Render()
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{ // rysowanie elementów nieprzezroczystych
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// youBy - sprawdzamy, czy jest sens renderowac
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/*
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double modelrotate;
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vector3 tempangle;
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// zmienne
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@@ -3713,8 +3714,7 @@ void TDynamicObject::Render()
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if (ObjSqrDist < 500) // jak jest blisko - do 70m
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modelrotate = 0.01; // mały kąt, żeby nie znikało
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else
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{ // Global::pCameraRotation to kąt bewzględny w świecie (zero - na
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// północ)
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{ // Global::pCameraRotation to kąt bewzględny w świecie (zero - na północ)
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tempangle = (vPosition - Global::pCameraPosition); // wektor od kamery
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modelrotate = ABuAcos(tempangle); // określenie kąta
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// if (modelrotate>M_PI) modelrotate-=(2*M_PI);
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@@ -3730,8 +3730,8 @@ void TDynamicObject::Render()
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if (modelrotate < maxrot)
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renderme = true;
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if (renderme)
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*/
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if (Global::pCamera->IsVisible(this))
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{
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TSubModel::iInstance = (size_t)this; //żeby nie robić cudzych animacji
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// AnsiString asLoadName="";
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1
EU07.cpp
1
EU07.cpp
@@ -80,6 +80,7 @@ void window_resize_callback(GLFWwindow *window, int w, int h)
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{
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Global::ScreenWidth = w;
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Global::ScreenHeight = h;
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Global::fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use
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glViewport(0, 0, w, h);
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}
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14
Globals.cpp
14
Globals.cpp
@@ -118,7 +118,7 @@ int Global::iHiddenEvents = 1; // czy łączyć eventy z torami poprzez nazwę t
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int Global::Keys[MaxKeys];
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int Global::iWindowWidth = 800;
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int Global::iWindowHeight = 600;
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float Global::fDistanceFactor = 768.0; // baza do przeliczania odległości dla LoD
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float Global::fDistanceFactor = Global::ScreenHeight / 768.0; // baza do przeliczania odległości dla LoD
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int Global::iFeedbackMode = 1; // tryb pracy informacji zwrotnej
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int Global::iFeedbackPort = 0; // dodatkowy adres dla informacji zwrotnych
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bool Global::bFreeFly = false;
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@@ -152,7 +152,8 @@ bool Global::bSmoothTraction = false; // wygładzanie drutów starym sposobem
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std::string Global::szDefaultExt = Global::szTexturesDDS; // domyślnie od DDS
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int Global::iMultisampling = 2; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px
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bool Global::bGlutFont = false; // czy tekst generowany przez GLUT32.DLL
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int Global::iConvertModels = 7; // tworzenie plików binarnych, +2-optymalizacja transformów
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//int Global::iConvertModels = 7; // tworzenie plików binarnych, +2-optymalizacja transformów
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int Global::iConvertModels{ 0 }; // temporary override, to prevent generation of .e3d not compatible with old exe
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int Global::iSlowMotionMask = -1; // maska wyłączanych właściwości dla zwiększenia FPS
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int Global::iModifyTGA = 7; // czy korygować pliki TGA dla szybszego wczytywania
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// bool Global::bTerrainCompact=true; //czy zapisać teren w pliku
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@@ -492,9 +493,7 @@ void Global::ConfigParse(cParser &Parser)
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{
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Parser.getTokens();
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Parser >> token;
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Global::bUseVBO = (token == "yes");
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Parser >> Global::bUseVBO;
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}
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else if (token == "feedbackmode")
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{
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@@ -618,6 +617,11 @@ void Global::ConfigParse(cParser &Parser)
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// tworzenie plików binarnych
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Parser.getTokens(1, false);
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Parser >> Global::iConvertModels;
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// temporary override, to prevent generation of .e3d not compatible with old exe
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Global::iConvertModels =
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( Global::iConvertModels > 128 ?
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Global::iConvertModels - 128 :
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0 );
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}
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else if (token == "inactivepause")
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{
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54
Model3d.cpp
54
Model3d.cpp
@@ -74,7 +74,7 @@ void TSubModel::FirstInit()
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// Hits=NULL;
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// CollisionPts=NULL;
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// CollisionPtsCount=0;
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Opacity = 1.0; // przy wczytywaniu modeli było dzielone przez 100...
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Opacity = 0.0f; // przy wczytywaniu modeli było dzielone przez 100...
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bWire = false;
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fWireSize = 0;
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fNearAttenStart = 40;
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@@ -376,13 +376,10 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
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TextureID = GfxRenderer.GetTextureId( texture, szTexturePath );
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// TexAlpha=TTexturesManager::GetAlpha(TextureID);
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// iFlags|=TexAlpha?0x20:0x10; //0x10-nieprzezroczysta, 0x20-przezroczysta
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if (Opacity < 1.0) // przezroczystość z tekstury brana tylko dla Opacity
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// 0!
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iFlags |= GfxRenderer.Texture(TextureID).has_alpha ?
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0x20 :
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0x10; // 0x10-nieprzezroczysta, 0x20-przezroczysta
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else
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iFlags |= 0x10; // normalnie nieprzezroczyste
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iFlags |=
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( GfxRenderer.Texture(TextureID).has_alpha ?
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0x20 :
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0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta
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// renderowanie w cyklu przezroczystych tylko jeśli:
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// 1. Opacity=0 (przejściowo <1, czy tam <100) oraz
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// 2. tekstura ma przezroczystość
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@@ -391,19 +388,19 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
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else
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iFlags |= 0x10;
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// visibility range
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std::string discard;
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parser.getTokens(5, false);
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parser >> discard >> fSquareMaxDist >> discard >> fSquareMinDist >> discard;
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if (fSquareMaxDist >= 0.0)
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{
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fSquareMaxDist *= fSquareMaxDist;
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}
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else
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{
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fSquareMaxDist = 15000 * 15000;
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} // 15km to więcej, niż się obecnie wyświetla
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if( fSquareMaxDist <= 0.0 ) {
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// 15km to więcej, niż się obecnie wyświetla
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fSquareMaxDist = 15000.0;
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}
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fSquareMaxDist *= fSquareMaxDist;
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fSquareMinDist *= fSquareMinDist;
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// transformation matrix
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fMatrix = new float4x4();
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readMatrix(parser, *fMatrix); // wczytanie transform
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if (!fMatrix->IdentityIs())
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@@ -688,7 +685,7 @@ void TSubModel::DisplayLists()
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glColorMaterial(GL_FRONT, GL_EMISSION);
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glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie blendowaly
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glBegin(GL_POINTS);
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glVertex3f( 0.0f, 0.0f, -0.025f ); // shift point towards the viewer, to avoid z-fighting with the light polygons
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glVertex3f( 0.0f, 0.0f, -0.05f ); // shift point towards the viewer, to avoid z-fighting with the light polygons
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glEnd();
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glEnable(GL_LIGHTING);
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glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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@@ -1053,7 +1050,9 @@ void TSubModel::RaAnimation(TAnimType a)
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void TSubModel::RenderDL()
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{ // główna procedura renderowania przez DL
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1150,7 +1149,9 @@ void TSubModel::RenderDL()
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void TSubModel::RenderAlphaDL()
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{ // renderowanie przezroczystych przez DL
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1230,7 +1231,9 @@ void TSubModel::RenderAlphaDL()
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void TSubModel::RenderVBO()
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{ // główna procedura renderowania przez VBO
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1403,7 +1406,9 @@ void TSubModel::RenderVBO()
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void TSubModel::RenderAlphaVBO()
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{ // renderowanie przezroczystych przez VBO
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1478,13 +1483,15 @@ void TSubModel::RaArrayFill(CVertNormTex *Vert)
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Next->RaArrayFill(Vert);
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};
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// NOTE: leftover from static distance factor adjustment.
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// TODO: get rid of it, once we have the dynamic adjustment code in place
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void TSubModel::AdjustDist()
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{ // aktualizacja odległości faz LoD, zależna od
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// rozdzielczości pionowej oraz multisamplingu
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if (fSquareMaxDist > 0.0)
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fSquareMaxDist *= Global::fDistanceFactor;
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if (fSquareMinDist > 0.0)
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fSquareMinDist *= Global::fDistanceFactor;
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fSquareMinDist /= Global::fDistanceFactor;
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// if (fNearAttenStart>0.0) fNearAttenStart*=Global::fDistanceFactor;
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// if (fNearAttenEnd>0.0) fNearAttenEnd*=Global::fDistanceFactor;
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if (Child)
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@@ -2120,10 +2127,13 @@ void TModel3d::Init()
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}
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if (iNumVerts)
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{
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/* // NOTE: we will be applying distance factor dynamically during render,
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// so we're leaving the defined ranges intact
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if (Global::fDistanceFactor !=
|
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1.0) // trochę zaoszczędzi czasu na modelach z wieloma submocelami
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Root->AdjustDist(); // aktualizacja odległości faz LoD, zależnie od
|
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// rozdzielczości pionowej oraz multisamplingu
|
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*/
|
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if (Global::bUseVBO)
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{
|
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if (!m_pVNT) // jeśli nie ma jeszcze tablicy (wczytano z pliku
|
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|
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@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
|
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//#include "math.h"
|
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#include "Timer.h"
|
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#include "mczapkie/mctools.h"
|
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#include "usefull.h"
|
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|
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TRealSound::TRealSound(std::string const &SoundName, double SoundAttenuation, double X, double Y, double Z, bool Dynamic,
|
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bool freqmod, double rmin)
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@@ -177,7 +178,7 @@ void TRealSound::AdjFreq(double Freq, double dt) // McZapkie TODO: dorobic tu ef
|
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// Freq moze byc liczba dodatnia mniejsza od 1 lub wieksza od 1
|
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{
|
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float df, Vlist;
|
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if ((Global::bSoundEnabled) && (AM != 0))
|
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if ((Global::bSoundEnabled) && (AM != 0) && (pSound != nullptr))
|
||||
{
|
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if (dt > 0)
|
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// efekt Dopplera
|
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@@ -190,9 +191,7 @@ void TRealSound::AdjFreq(double Freq, double dt) // McZapkie TODO: dorobic tu ef
|
||||
if (Timer::GetSoundTimer())
|
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{
|
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df = fFrequency * df; // TODO - brac czestotliwosc probkowania z wav
|
||||
pSound->SetFrequency((df < DSBFREQUENCY_MIN ?
|
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DSBFREQUENCY_MIN :
|
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(df > DSBFREQUENCY_MAX ? DSBFREQUENCY_MAX : df)));
|
||||
pSound->SetFrequency( clamp( df, static_cast<float>(DSBFREQUENCY_MIN), static_cast<float>(DSBFREQUENCY_MAX) ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -141,7 +141,9 @@ class TSegment
|
||||
}
|
||||
int RaSegCount()
|
||||
{
|
||||
return fTsBuffer ? iSegCount : 1;
|
||||
if (!fTsBuffer || !bCurve)
|
||||
return 1;
|
||||
return iSegCount;
|
||||
};
|
||||
void RaRenderLoft(CVertNormTex *&Vert, const vector6 *ShapePoints, int iNumShapePoints,
|
||||
double fTextureLength, int iSkip = 0, int iEnd = 0, double fOffsetX = 0.0);
|
||||
|
||||
@@ -275,6 +275,12 @@ opengl_texture::load_DDS() {
|
||||
--mapcount;
|
||||
}
|
||||
*/
|
||||
if( datasize == 0 ) {
|
||||
// catch malformed .dds files
|
||||
WriteLog( "File \"" + name + "\" is malformed and holds no texture data." );
|
||||
data_state = resource_state::failed;
|
||||
return;
|
||||
}
|
||||
// reserve space and load texture data
|
||||
data.resize( datasize );
|
||||
if( offset != 0 ) {
|
||||
|
||||
53
Track.cpp
53
Track.cpp
@@ -2473,22 +2473,18 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if ((seg = SwitchExtension->Segments[0]->RaSegCount()) > 0)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID1 ); // szyny +
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
iPtr += 24 * seg; // pominięcie prawej szyny
|
||||
}
|
||||
if (TextureID2)
|
||||
if ((seg = SwitchExtension->Segments[1]->RaSegCount()) > 0)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID2 ); // szyny -
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
}
|
||||
}
|
||||
else // dla toru podsypka plus szyny
|
||||
@@ -2498,18 +2494,15 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if (TextureID2)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID2 ); // podsypka
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 8 * i, 8);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 8 * seg);
|
||||
iPtr += 8 * seg; // pominięcie podsypki
|
||||
}
|
||||
if (TextureID1)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID1 ); // szyny
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
iPtr += 24 * seg; // pominięcie lewej szyny
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 24 * seg);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2520,34 +2513,27 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if (TextureID1)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID1 ); // nawierzchnia
|
||||
for (i = 0; i < seg; ++i)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
|
||||
iPtr += 4;
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4 * seg);
|
||||
iPtr += 4 * seg;
|
||||
}
|
||||
if (TextureID2)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID2 ); // pobocze
|
||||
if (fTexHeight1 >= 0.0)
|
||||
{ // normalna droga z poboczem
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
iPtr += 6 * seg; // pominięcie lewego pobocza
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
}
|
||||
else
|
||||
{ // z chodnikami o różnych szerokociach
|
||||
if (fTexWidth != 0.0)
|
||||
{
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
iPtr += 6 * seg; // pominięcie lewego pobocza
|
||||
}
|
||||
if (fTexSlope != 0.0)
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2558,20 +2544,15 @@ void TTrack::RaRenderVBO(int iPtr)
|
||||
if (TextureID1)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID1 ); // nawierzchnia
|
||||
for (i = 0; i < seg; ++i)
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
|
||||
iPtr += 4;
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4 * seg);
|
||||
iPtr += 4 * seg;
|
||||
}
|
||||
if (TextureID2)
|
||||
{
|
||||
GfxRenderer.Bind( TextureID2 ); // pobocze
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
iPtr += 6 * seg; // pominięcie lewego pobocza
|
||||
for (i = 0; i < seg; ++i)
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 6 * seg);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
15
World.cpp
15
World.cpp
@@ -34,8 +34,6 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include "Console.h"
|
||||
#include "color.h"
|
||||
|
||||
#define TEXTURE_FILTER_CONTROL_EXT 0x8500
|
||||
#define TEXTURE_LOD_BIAS_EXT 0x8501
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
TDynamicObject *Controlled = NULL; // pojazd, który prowadzimy
|
||||
@@ -280,6 +278,7 @@ bool TWorld::Init(GLFWwindow *w)
|
||||
glEnable(GL_CULL_FACE); // Cull back-facing triangles
|
||||
glLineWidth(1.0f);
|
||||
glPointSize(3.0f);
|
||||
glEnable( GL_POINT_SMOOTH );
|
||||
#ifdef EU07_USE_OLD_LIGHTING_MODEL
|
||||
// ----------- LIGHTING SETUP -----------
|
||||
// Light values and coordinates
|
||||
@@ -1128,13 +1127,22 @@ bool TWorld::Update()
|
||||
int updatecount = 1;
|
||||
if( dt > m_primaryupdaterate ) // normalnie 0.01s
|
||||
{
|
||||
/*
|
||||
// NOTE: experimentally disabled physics update cap
|
||||
auto const iterations = std::ceil(dt / m_primaryupdaterate);
|
||||
updatecount = std::min( 20, static_cast<int>( iterations ) );
|
||||
*/
|
||||
updatecount = std::ceil( dt / m_primaryupdaterate );
|
||||
/*
|
||||
// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
|
||||
dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
|
||||
*/
|
||||
}
|
||||
// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
|
||||
// this means at count > 20 simulation and render are going to desync. is that right?
|
||||
Ground.Update(dt, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
|
||||
// NOTE: experimentally changing this to prevent the desync.
|
||||
// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
|
||||
Ground.Update(dt / updatecount, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
|
||||
/*
|
||||
if (DebugModeFlag)
|
||||
if (Global::bActive) // nie przyspieszać, gdy jedzie w tle :)
|
||||
@@ -1458,6 +1466,7 @@ bool TWorld::Render()
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity();
|
||||
Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
|
||||
Camera.SetFrustum(); // update camera frustum to match current data
|
||||
|
||||
if( !Global::bWireFrame ) {
|
||||
// bez nieba w trybie rysowania linii
|
||||
|
||||
178
frustum.cpp
Normal file
178
frustum.cpp
Normal file
@@ -0,0 +1,178 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "frustum.h"
|
||||
|
||||
void
|
||||
cFrustum::calculate() {
|
||||
|
||||
float proj[ 16 ];
|
||||
float modl[ 16 ];
|
||||
float clip[ 16 ];
|
||||
|
||||
glGetFloatv( GL_PROJECTION_MATRIX, proj );
|
||||
glGetFloatv( GL_MODELVIEW_MATRIX, modl );
|
||||
|
||||
// multiply the matrices to retrieve clipping planes
|
||||
clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ];
|
||||
clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ];
|
||||
clip[ 2 ] = modl[ 0 ] * proj[ 2 ] + modl[ 1 ] * proj[ 6 ] + modl[ 2 ] * proj[ 10 ] + modl[ 3 ] * proj[ 14 ];
|
||||
clip[ 3 ] = modl[ 0 ] * proj[ 3 ] + modl[ 1 ] * proj[ 7 ] + modl[ 2 ] * proj[ 11 ] + modl[ 3 ] * proj[ 15 ];
|
||||
|
||||
clip[ 4 ] = modl[ 4 ] * proj[ 0 ] + modl[ 5 ] * proj[ 4 ] + modl[ 6 ] * proj[ 8 ] + modl[ 7 ] * proj[ 12 ];
|
||||
clip[ 5 ] = modl[ 4 ] * proj[ 1 ] + modl[ 5 ] * proj[ 5 ] + modl[ 6 ] * proj[ 9 ] + modl[ 7 ] * proj[ 13 ];
|
||||
clip[ 6 ] = modl[ 4 ] * proj[ 2 ] + modl[ 5 ] * proj[ 6 ] + modl[ 6 ] * proj[ 10 ] + modl[ 7 ] * proj[ 14 ];
|
||||
clip[ 7 ] = modl[ 4 ] * proj[ 3 ] + modl[ 5 ] * proj[ 7 ] + modl[ 6 ] * proj[ 11 ] + modl[ 7 ] * proj[ 15 ];
|
||||
|
||||
clip[ 8 ] = modl[ 8 ] * proj[ 0 ] + modl[ 9 ] * proj[ 4 ] + modl[ 10 ] * proj[ 8 ] + modl[ 11 ] * proj[ 12 ];
|
||||
clip[ 9 ] = modl[ 8 ] * proj[ 1 ] + modl[ 9 ] * proj[ 5 ] + modl[ 10 ] * proj[ 9 ] + modl[ 11 ] * proj[ 13 ];
|
||||
clip[ 10 ] = modl[ 8 ] * proj[ 2 ] + modl[ 9 ] * proj[ 6 ] + modl[ 10 ] * proj[ 10 ] + modl[ 11 ] * proj[ 14 ];
|
||||
clip[ 11 ] = modl[ 8 ] * proj[ 3 ] + modl[ 9 ] * proj[ 7 ] + modl[ 10 ] * proj[ 11 ] + modl[ 11 ] * proj[ 15 ];
|
||||
|
||||
clip[ 12 ] = modl[ 12 ] * proj[ 0 ] + modl[ 13 ] * proj[ 4 ] + modl[ 14 ] * proj[ 8 ] + modl[ 15 ] * proj[ 12 ];
|
||||
clip[ 13 ] = modl[ 12 ] * proj[ 1 ] + modl[ 13 ] * proj[ 5 ] + modl[ 14 ] * proj[ 9 ] + modl[ 15 ] * proj[ 13 ];
|
||||
clip[ 14 ] = modl[ 12 ] * proj[ 2 ] + modl[ 13 ] * proj[ 6 ] + modl[ 14 ] * proj[ 10 ] + modl[ 15 ] * proj[ 14 ];
|
||||
clip[ 15 ] = modl[ 12 ] * proj[ 3 ] + modl[ 13 ] * proj[ 7 ] + modl[ 14 ] * proj[ 11 ] + modl[ 15 ] * proj[ 15 ];
|
||||
|
||||
// get the sides of the frustum.
|
||||
m_frustum[ side_RIGHT ][ plane_A ] = clip[ 3 ] - clip[ 0 ];
|
||||
m_frustum[ side_RIGHT ][ plane_B ] = clip[ 7 ] - clip[ 4 ];
|
||||
m_frustum[ side_RIGHT ][ plane_C ] = clip[ 11 ] - clip[ 8 ];
|
||||
m_frustum[ side_RIGHT ][ plane_D ] = clip[ 15 ] - clip[ 12 ];
|
||||
normalize_plane( side_RIGHT );
|
||||
|
||||
m_frustum[ side_LEFT ][ plane_A ] = clip[ 3 ] + clip[ 0 ];
|
||||
m_frustum[ side_LEFT ][ plane_B ] = clip[ 7 ] + clip[ 4 ];
|
||||
m_frustum[ side_LEFT ][ plane_C ] = clip[ 11 ] + clip[ 8 ];
|
||||
m_frustum[ side_LEFT ][ plane_D ] = clip[ 15 ] + clip[ 12 ];
|
||||
normalize_plane( side_LEFT );
|
||||
|
||||
m_frustum[ side_BOTTOM ][ plane_A ] = clip[ 3 ] + clip[ 1 ];
|
||||
m_frustum[ side_BOTTOM ][ plane_B ] = clip[ 7 ] + clip[ 5 ];
|
||||
m_frustum[ side_BOTTOM ][ plane_C ] = clip[ 11 ] + clip[ 9 ];
|
||||
m_frustum[ side_BOTTOM ][ plane_D ] = clip[ 15 ] + clip[ 13 ];
|
||||
normalize_plane( side_BOTTOM );
|
||||
|
||||
m_frustum[ side_TOP ][ plane_A ] = clip[ 3 ] - clip[ 1 ];
|
||||
m_frustum[ side_TOP ][ plane_B ] = clip[ 7 ] - clip[ 5 ];
|
||||
m_frustum[ side_TOP ][ plane_C ] = clip[ 11 ] - clip[ 9 ];
|
||||
m_frustum[ side_TOP ][ plane_D ] = clip[ 15 ] - clip[ 13 ];
|
||||
normalize_plane( side_TOP );
|
||||
|
||||
m_frustum[ side_BACK ][ plane_A ] = clip[ 3 ] - clip[ 2 ];
|
||||
m_frustum[ side_BACK ][ plane_B ] = clip[ 7 ] - clip[ 6 ];
|
||||
m_frustum[ side_BACK ][ plane_C ] = clip[ 11 ] - clip[ 10 ];
|
||||
m_frustum[ side_BACK ][ plane_D ] = clip[ 15 ] - clip[ 14 ];
|
||||
normalize_plane( side_BACK );
|
||||
|
||||
m_frustum[ side_FRONT ][ plane_A ] = clip[ 3 ] + clip[ 2 ];
|
||||
m_frustum[ side_FRONT ][ plane_B ] = clip[ 7 ] + clip[ 6 ];
|
||||
m_frustum[ side_FRONT ][ plane_C ] = clip[ 11 ] + clip[ 10 ];
|
||||
m_frustum[ side_FRONT ][ plane_D ] = clip[ 15 ] + clip[ 14 ];
|
||||
normalize_plane( side_FRONT );
|
||||
}
|
||||
|
||||
bool
|
||||
cFrustum::point_inside( float const X, float const Y, float const Z ) const {
|
||||
|
||||
// cycle through the sides of the frustum, checking if the point is behind them
|
||||
for( int idx = 0; idx < 6; ++idx ) {
|
||||
if( m_frustum[ idx ][ plane_A ] * X
|
||||
+ m_frustum[ idx ][ plane_B ] * Y
|
||||
+ m_frustum[ idx ][ plane_C ] * Z
|
||||
+ m_frustum[ idx ][ plane_D ] <= 0 )
|
||||
return false;
|
||||
}
|
||||
|
||||
// the point is in front of each frustum plane, i.e. inside of the frustum
|
||||
return true;
|
||||
}
|
||||
|
||||
float
|
||||
cFrustum::sphere_inside( float const X, float const Y, float const Z, float const Radius ) const {
|
||||
|
||||
float distance;
|
||||
// go through all the sides of the frustum. bail out as soon as possible
|
||||
for( int idx = 0; idx < 6; ++idx ) {
|
||||
distance =
|
||||
m_frustum[ idx ][ plane_A ] * X
|
||||
+ m_frustum[ idx ][ plane_B ] * Y
|
||||
+ m_frustum[ idx ][ plane_C ] * Z
|
||||
+ m_frustum[ idx ][ plane_D ];
|
||||
if( distance <= -Radius )
|
||||
return 0.0f;
|
||||
}
|
||||
return distance + Radius;
|
||||
}
|
||||
|
||||
bool
|
||||
cFrustum::cube_inside( float const X, float const Y, float const Z, float const Size ) const {
|
||||
|
||||
for( int idx = 0; idx < 6; ++idx ) {
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void cFrustum::normalize_plane( cFrustum::side const Side ) {
|
||||
|
||||
float magnitude =
|
||||
std::sqrt(
|
||||
m_frustum[ Side ][ plane_A ] * m_frustum[ Side ][ plane_A ]
|
||||
+ m_frustum[ Side ][ plane_B ] * m_frustum[ Side ][ plane_B ]
|
||||
+ m_frustum[ Side ][ plane_C ] * m_frustum[ Side ][ plane_C ] );
|
||||
|
||||
m_frustum[ Side ][ plane_A ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_B ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_C ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_D ] /= magnitude;
|
||||
}
|
||||
67
frustum.h
Normal file
67
frustum.h
Normal file
@@ -0,0 +1,67 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "float3d.h"
|
||||
#include "dumb3d.h"
|
||||
|
||||
// generic frustum class. used to determine if objects are inside current view area
|
||||
|
||||
class cFrustum {
|
||||
|
||||
public:
|
||||
// constructors:
|
||||
|
||||
// methods:
|
||||
// update the frustum to match current view orientation
|
||||
void
|
||||
calculate();
|
||||
// returns true if specified point is inside of the frustum
|
||||
inline
|
||||
bool
|
||||
point_inside( float3 const &Point ) const { return point_inside( Point.x, Point.y, Point.z ); }
|
||||
inline
|
||||
bool
|
||||
point_inside( Math3D::vector3 const &Point ) const { return point_inside( static_cast<float>( Point.x ), static_cast<float>( Point.y ), static_cast<float>( Point.z ) ); }
|
||||
bool
|
||||
point_inside( float const X, float const Y, float const Z ) const;
|
||||
// tests if the sphere is in frustum, returns the distance between origin and sphere centre
|
||||
inline
|
||||
float
|
||||
sphere_inside( float3 const &Center, float const Radius ) const { return sphere_inside( Center.x, Center.y, Center.z, Radius ); }
|
||||
inline
|
||||
float
|
||||
sphere_inside( Math3D::vector3 const &Center, float const Radius ) const { return sphere_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Radius ); }
|
||||
float
|
||||
sphere_inside( float const X, float const Y, float const Z, float const Radius ) const;
|
||||
// returns true if specified cube is inside of the frustum. Size = half of the length
|
||||
inline
|
||||
bool
|
||||
cube_inside( float3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
|
||||
inline
|
||||
bool
|
||||
cube_inside( Math3D::vector3 const &Center, float const Size ) const { return cube_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Size ); }
|
||||
bool
|
||||
cube_inside( float const X, float const Y, float const Z, float const Size ) const;
|
||||
|
||||
protected:
|
||||
// types:
|
||||
// planes of the frustum
|
||||
enum side { side_RIGHT = 0, side_LEFT = 1, side_BOTTOM = 2, side_TOP = 3, side_BACK = 4, side_FRONT = 5 };
|
||||
// parameters of the frustum plane: A, B, C define plane normal, D defines distance from origin
|
||||
enum plane { plane_A = 0, plane_B = 1, plane_C = 2, plane_D = 3 };
|
||||
|
||||
// methods:
|
||||
void
|
||||
normalize_plane( cFrustum::side const Side ); // normalizes a plane (A side) from the frustum
|
||||
|
||||
// members:
|
||||
float m_frustum[6][4]; // holds the A B C and D values (normal & distance) for each side of the frustum.
|
||||
};
|
||||
27
skydome.cpp
27
skydome.cpp
@@ -2,6 +2,7 @@
|
||||
#include "stdafx.h"
|
||||
#include "skydome.h"
|
||||
#include "color.h"
|
||||
#include "usefull.h"
|
||||
|
||||
// sky gradient based on "A practical analytic model for daylight"
|
||||
// by A. J. Preetham Peter Shirley Brian Smits (University of Utah)
|
||||
@@ -41,21 +42,6 @@ float CSkyDome::m_zenithymatrix[ 3 ][ 4 ] = {
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
float clamp( float const Value, float const Min, float const Max ) {
|
||||
|
||||
float value = Value;
|
||||
if( value < Min ) { value = Min; }
|
||||
if( value > Max ) { value = Max; }
|
||||
return value;
|
||||
}
|
||||
|
||||
float interpolate( float const First, float const Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
CSkyDome::CSkyDome (int const Tesselation) :
|
||||
m_tesselation( Tesselation ) {
|
||||
|
||||
@@ -121,8 +107,6 @@ void CSkyDome::Generate() {
|
||||
}
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
void CSkyDome::Update( Math3D::vector3 const &Sun ) {
|
||||
|
||||
if( true == SetSunPosition( Sun ) ) {
|
||||
@@ -166,8 +150,6 @@ void CSkyDome::Render() {
|
||||
::glDisableClientState( GL_VERTEX_ARRAY );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
bool CSkyDome::SetSunPosition( Math3D::vector3 const &Direction ) {
|
||||
|
||||
auto sundirection = SafeNormalize( float3( Direction.x, Direction.y, Direction.z) );
|
||||
@@ -205,8 +187,6 @@ void CSkyDome::SetOvercastFactor( float const Overcast ) {
|
||||
m_overcast = clamp( Overcast, 0.0f, 1.0f );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
void CSkyDome::GetPerez( float *Perez, float Distribution[ 5 ][ 2 ], const float Turbidity ) {
|
||||
|
||||
Perez[ 0 ] = Distribution[ 0 ][ 0 ] * Turbidity + Distribution[ 0 ][ 1 ];
|
||||
@@ -227,8 +207,6 @@ float CSkyDome::GetZenith( float Zenithmatrix[ 3 ][ 4 ], const float Theta, cons
|
||||
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
|
||||
float CSkyDome::PerezFunctionO1( float Perezcoeffs[ 5 ], const float Thetasun, const float Zenithval ) {
|
||||
|
||||
const float val = ( 1.0f + Perezcoeffs[ 0 ] * std::exp( Perezcoeffs[ 1 ] ) ) *
|
||||
@@ -244,7 +222,6 @@ float CSkyDome::PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta,
|
||||
( 1.0f + Perezcoeffs[ 2 ] * std::exp( Perezcoeffs[ 3 ] * Gamma ) + Perezcoeffs[ 4 ] * Cosgamma2 );
|
||||
}
|
||||
|
||||
//******************************************************************************//
|
||||
void CSkyDome::RebuildColors() {
|
||||
|
||||
// get zenith luminance
|
||||
@@ -320,7 +297,7 @@ void CSkyDome::RebuildColors() {
|
||||
|
||||
// override the hue, based on sun height above the horizon. crude way to deal with model shortcomings
|
||||
// correction begins when the sun is higher than 10 degrees above the horizon, and fully in effect at 10+15 degrees
|
||||
auto const degreesabovehorizon = 90.0f - m_thetasun * ( 180.0f / M_PI );
|
||||
float const degreesabovehorizon = 90.0f - m_thetasun * ( 180.0f / M_PI );
|
||||
auto const sunbasedphase = clamp( (1.0f / 15.0f) * ( degreesabovehorizon - 10.0f ), 0.0f, 1.0f );
|
||||
// correction is applied in linear manner from the bottom, becomes fully in effect for vertices with y = 0.50
|
||||
auto const heightbasedphase = clamp( vertex.y * 2.0f, 0.0f, 1.0f );
|
||||
|
||||
41
usefull.h
41
usefull.h
@@ -9,17 +9,7 @@ http://mozilla.org/MPL/2.0/.
|
||||
|
||||
#pragma once
|
||||
|
||||
//#define B1(t) (t*t*t)
|
||||
//#define B2(t) (3*t*t*(1-t))
|
||||
//#define B3(t) (3*t*(1-t)*(1-t))
|
||||
//#define B4(t) ((1-t)*(1-t)*(1-t))
|
||||
// Ra: to jest mocno nieoptymalne: 10+3*4=22 mnożenia, 6 odejmowań, 3*3=9 dodawań
|
||||
// Ra: po przeliczeniu współczynników mamy: 3*3=9 mnożeń i 3*3=9 dodawań
|
||||
//#define Interpolate(t,p1,cp1,cp2,p2) (B4(t)*p1+B3(t)*cp1+B2(t)*cp2+B1(t)*p2)
|
||||
|
||||
// Ra: "delete NULL" nic nie zrobi, więc "if (a!=NULL)" jest zbędne
|
||||
//#define SafeFree(a) if (a!=NULL) free(a)
|
||||
//#define M_PI = 3.141592653589793
|
||||
#include "stdafx.h"
|
||||
|
||||
#define SafeDelete(a) \
|
||||
{ \
|
||||
@@ -37,25 +27,26 @@ http://mozilla.org/MPL/2.0/.
|
||||
#define DegToRad(a) ((M_PI / 180.0) * (a)) //(a) w nawiasie, bo może być dodawaniem
|
||||
#define RadToDeg(r) ((180.0 / M_PI) * (r))
|
||||
|
||||
#define Fix(a, b, c) \
|
||||
{ \
|
||||
if (a < b) \
|
||||
a = b; \
|
||||
if (a > c) \
|
||||
a = c; \
|
||||
}
|
||||
|
||||
#define asModelsPath std::string("models\\")
|
||||
#define asSceneryPath std::string("scenery\\")
|
||||
//#define asTexturePath AnsiString("textures\\")
|
||||
//#define asTextureExt AnsiString(".bmp")
|
||||
#define szSceneryPath "scenery\\"
|
||||
#define szTexturePath "textures\\"
|
||||
//#define szDefaultTextureExt ".dds"
|
||||
|
||||
//#define DevelopTime //FIXME
|
||||
//#define EditorMode
|
||||
|
||||
#define MAKE_ID4(a,b,c,d) (((std::uint32_t)(d)<<24)|((std::uint32_t)(c)<<16)|((std::uint32_t)(b)<<8)|(std::uint32_t)(a))
|
||||
|
||||
template <typename _Type>
|
||||
_Type clamp( _Type const Value, _Type const Min, _Type const Max ) {
|
||||
|
||||
_Type value = Value;
|
||||
if( value < Min ) { value = Min; }
|
||||
if( value > Max ) { value = Max; }
|
||||
return value;
|
||||
}
|
||||
|
||||
template <typename _Type>
|
||||
_Type interpolate( _Type const First, _Type const Second, float const Factor ) {
|
||||
|
||||
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user