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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 01:59:19 +02:00

better AI handling of emergency stop procedure, simplified lod visibility calculations, adjustable track geometry fidelity

This commit is contained in:
tmj-fstate
2017-08-22 20:07:27 +02:00
parent a3bde32bc6
commit 3a63d1d346
8 changed files with 109 additions and 136 deletions

View File

@@ -3614,11 +3614,11 @@ bool TController::UpdateSituation(double dt)
}
// basic emergency stop handling, while at it
if( ( true == mvOccupied->EmergencyBrakeFlag ) // radio-stop
&& ( mvOccupied->Vel < 0.01 ) // and actual stop
&& ( mvOccupied->Vel == 0.0 ) // and actual stop
&& ( true == mvOccupied->Radio ) ) { // and we didn't touch the radio yet
// turning off the radio should reset the flag, during security system check
if( m_radiocontroltime > 2.5 ) {
// arbitrary 2.5 sec delay between stop and disabling the radio
if( m_radiocontroltime > 5.0 ) {
// arbitrary delay between stop and disabling the radio
mvOccupied->Radio = false;
m_radiocontroltime = 0.0;
}
@@ -3629,7 +3629,7 @@ bool TController::UpdateSituation(double dt)
if( ( false == mvOccupied->Radio )
&& ( false == mvOccupied->EmergencyBrakeFlag ) ) {
// otherwise if it's safe to do so, turn the radio back on
if( m_radiocontroltime > 5.0 ) {
if( m_radiocontroltime > 10.0 ) {
// arbitrary 5 sec delay before switching radio back on
mvOccupied->Radio = true;
m_radiocontroltime = 0.0;
@@ -4200,8 +4200,8 @@ bool TController::UpdateSituation(double dt)
}
ReactionTime = (
vel != 0.0 ?
0.1 : // orientuj się, bo jest goraco
2.0 ); // we're already standing still, so take it easy
0.1 : // orientuj się, bo jest goraco
2.0 ); // we're already standing still, so take it easy
}
else {
if( OrderCurrentGet() & Connect ) {
@@ -4498,13 +4498,47 @@ bool TController::UpdateSituation(double dt)
// last step sanity check, until the whole calculation is straightened out
AccDesired = std::min( AccDesired, AccPreferred );
if (AIControllFlag)
{ // część wykonawcza tylko dla AI, dla człowieka jedynie napisy
if (AIControllFlag) {
// część wykonawcza tylko dla AI, dla człowieka jedynie napisy
// zapobieganie poslizgowi u nas
if (mvControlling->SlippingWheels) {
if (!mvControlling->DecScndCtrl(2)) // bocznik na zero
mvControlling->DecMainCtrl(1);
/*
if (mvOccupied->BrakeCtrlPos ==
mvOccupied->BrakeCtrlPosNo) // jeśli ostatnia pozycja hamowania
//yB: ten warunek wyżej nie ma sensu
mvOccupied->DecBrakeLevel(); // to cofnij hamulec
DecBrake(); // to cofnij hamulec
else
mvControlling->AntiSlippingButton();
*/
DecBrake(); // to cofnij hamulec
mvControlling->AntiSlippingButton();
++iDriverFailCount;
mvControlling->SlippingWheels = false; // flaga już wykorzystana
}
if (iDriverFailCount > maxdriverfails)
{
Psyche = Easyman;
if (iDriverFailCount > maxdriverfails * 2)
SetDriverPsyche();
}
if( ( true == mvOccupied->EmergencyBrakeFlag ) // radio-stop
&& ( mvOccupied->Vel > 0.0 ) ) { // and still moving
// if the radio-stop was issued don't waste effort trying to fight it
while( true == DecSpeed() ) { ; } // just throttle down...
goto maintenance; // ...and don't touch any other controls
}
if (mvControlling->ConvOvldFlag ||
!mvControlling->Mains) // WS może wywalić z powodu błędu w drutach
{ // wywalił bezpiecznik nadmiarowy przetwornicy
// while (DecSpeed()); //zerowanie napędu
// Controlling->ConvOvldFlag=false; //reset nadmiarowego
PrepareEngine(); // próba ponownego załączenia
}
// włączanie bezpiecznika
@@ -4513,14 +4547,10 @@ bool TController::UpdateSituation(double dt)
(mvControlling->EngineType == DieselElectric))
if (mvControlling->FuseFlag || Need_TryAgain)
{
Need_TryAgain =
false; // true, jeśli druga pozycja w elektryku nie załapała
// if (!Controlling->DecScndCtrl(1)) //kręcenie po mału
// if (!Controlling->DecMainCtrl(1)) //nastawnik jazdy na 0
Need_TryAgain = false; // true, jeśli druga pozycja w elektryku nie załapała
mvControlling->DecScndCtrl(2); // nastawnik bocznikowania na 0
mvControlling->DecMainCtrl(2); // nastawnik jazdy na 0
mvControlling->MainSwitch(
true); // Ra: dodałem, bo EN57 stawały po wywaleniu
mvControlling->MainSwitch(true); // Ra: dodałem, bo EN57 stawały po wywaleniu
if (!mvControlling->FuseOn())
HelpMeFlag = true;
else
@@ -4532,7 +4562,7 @@ bool TController::UpdateSituation(double dt)
SetDriverPsyche();
}
}
// NOTE: stop-gap measure, effect limited to trains only while car calculations seem off
// NOTE: as a stop-gap measure the routine is limited to trains only while car calculations seem off
if( mvControlling->CategoryFlag == 1 ) {
if( -AccDesired * BrakeAccFactor() < ( ( fReady > 0.4 ) || ( VelNext > vel - 40.0 ) ? fBrake_a0[ 0 ] * 0.8 : -fAccThreshold ) )
AccDesired = std::max( -0.06, AccDesired );
@@ -4744,31 +4774,6 @@ bool TController::UpdateSituation(double dt)
WriteLog("BrakePos=" + AnsiString(mvOccupied->BrakeCtrlPos) + ", MainCtrl=" +
AnsiString(mvControlling->MainCtrlPos));
#endif
// zapobieganie poslizgowi u nas
if (mvControlling->SlippingWheels)
{
if (!mvControlling->DecScndCtrl(2)) // bocznik na zero
mvControlling->DecMainCtrl(1);
/*
if (mvOccupied->BrakeCtrlPos ==
mvOccupied->BrakeCtrlPosNo) // jeśli ostatnia pozycja hamowania
//yB: ten warunek wyżej nie ma sensu
mvOccupied->DecBrakeLevel(); // to cofnij hamulec
DecBrake(); // to cofnij hamulec
else
mvControlling->AntiSlippingButton();
*/
DecBrake(); // to cofnij hamulec
mvControlling->AntiSlippingButton();
++iDriverFailCount;
mvControlling->SlippingWheels = false; // flaga już wykorzystana
}
if (iDriverFailCount > maxdriverfails)
{
Psyche = Easyman;
if (iDriverFailCount > maxdriverfails * 2)
SetDriverPsyche();
}
} // if (AIControllFlag)
} // kierunek różny od zera
else
@@ -4801,6 +4806,8 @@ bool TController::UpdateSituation(double dt)
else
LastReactionTime += dt;
maintenance:
if ((fLastStopExpDist > 0.0) && (mvOccupied->DistCounter > fLastStopExpDist))
{
iStationStart = TrainParams->StationIndex; // zaktualizować wyświetlanie rozkładu
@@ -4817,9 +4824,8 @@ bool TController::UpdateSituation(double dt)
ReactionTime =
fWarningDuration; // wcześniejszy przebłysk świadomości, by zakończyć trąbienie
}
if (mvOccupied->Vel >=
3.0) // jesli jedzie, można odblokować trąbienie, bo się wtedy nie włączy
{
if (mvOccupied->Vel >= 3.0) {
// jesli jedzie, można odblokować trąbienie, bo się wtedy nie włączy
iDrivigFlags &= ~moveStartHornDone; // zatrąbi dopiero jak następnym razem stanie
iDrivigFlags |= moveStartHorn; // i trąbić przed następnym ruszeniem
}

View File

@@ -51,7 +51,6 @@ bool Global::ControlPicking = false; // indicates controls pick mode is enabled
bool Global::InputMouse = true; // whether control pick mode can be activated
int Global::iTextMode = 0; // tryb pracy wyświetlacza tekstowego
int Global::iScreenMode[12] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // numer ekranu wyświetlacza tekstowego
double Global::fSunDeclination = 0.0; // deklinacja Słońca
double Global::fTimeAngleDeg = 0.0; // godzina w postaci kąta
float Global::fClockAngleDeg[6]; // kąty obrotu cylindrów dla zegara cyfrowego
std::string Global::szTexturesTGA = ".tga"; // lista tekstur od TGA
@@ -63,7 +62,6 @@ int Global::iErorrCounter = 0; // licznik sprawdzań do śledzenia błędów Ope
int Global::iTextures = 0; // licznik użytych tekstur
TWorld *Global::pWorld = NULL;
cParser *Global::pParser = NULL;
int Global::iSegmentsRendered = 90; // ilość segmentów do regulacji wydajności
TCamera *Global::pCamera = NULL; // parametry kamery
TDynamicObject *Global::pUserDynamic = NULL; // pojazd użytkownika, renderowany bez trzęsienia
TTranscripts Global::tranTexts; // obiekt obsługujący stenogramy dźwięków na ekranie
@@ -132,6 +130,7 @@ bool Global::bUseVBO = false; // czy jest VBO w karcie graficznej (czy użyć)
std::string Global::LastGLError;
GLint Global::iMaxTextureSize = 4096; // maksymalny rozmiar tekstury
bool Global::bSmoothTraction = false; // wygładzanie drutów starym sposobem
float Global::SplineFidelity { 1.f }; // determines segment size during conversion of splines to geometry
std::string Global::szDefaultExt = Global::szTexturesDDS; // domyślnie od DDS
int Global::iMultisampling = 2; // tryb antyaliasingu: 0=brak,1=2px,2=4px,3=8px,4=16px
bool Global::DLFont{ false }; // switch indicating presence of basic font
@@ -150,7 +149,6 @@ double Global::fFpsMax = 65.0; // górna granica FPS, przy której promień scen
double Global::fFpsRadiusMax = 3000.0; // maksymalny promień renderowania
int Global::iFpsRadiusMax = 225; // maksymalny promień renderowania
double Global::fRadiusFactor = 1.1; // współczynnik jednorazowej zmiany promienia scenerii
bool Global::bOldSmudge = false; // Używanie starej smugi
// parametry testowe (do testowania scenerii i obiektów)
bool Global::bWireFrame = false;
@@ -572,6 +570,13 @@ void Global::ConfigParse(cParser &Parser)
Parser.getTokens();
Parser >> Global::bSmoothTraction;
}
else if( token == "splinefidelity" ) {
// segment size during spline->geometry conversion
float splinefidelity;
Parser.getTokens();
Parser >> splinefidelity;
Global::SplineFidelity = clamp( splinefidelity, 1.f, 4.f );
}
else if (token == "timespeed")
{
// przyspieszenie czasu, zmienna do testów
@@ -631,12 +636,6 @@ void Global::ConfigParse(cParser &Parser)
Parser.getTokens();
Parser >> Global::bHideConsole;
}
else if (token == "oldsmudge")
{
Parser.getTokens();
Parser >> Global::bOldSmudge;
}
else if (token == "rollfix")
{
// Ra: poprawianie przechyłki, aby wewnętrzna szyna była "pozioma"

View File

@@ -274,7 +274,7 @@ class Global
static double fMoveLight; // numer dnia w roku albo -1
static bool FakeLight; // toggle between fixed and dynamic daylight
static bool bSmoothTraction; // wygładzanie drutów
static double fSunDeclination; // deklinacja Słońca
static float SplineFidelity; // determines segment size during conversion of splines to geometry
static double fTimeSpeed; // przyspieszenie czasu, zmienna do testów
static double fTimeAngleDeg; // godzina w postaci kąta
static float fClockAngleDeg[6]; // kąty obrotu cylindrów dla zegara cyfrowego
@@ -294,14 +294,12 @@ class Global
static int iSlowMotionMask; // maska wyłączanych właściwości
static int iModifyTGA; // czy korygować pliki TGA dla szybszego wczytywania
static bool bHideConsole; // hunter-271211: ukrywanie konsoli
static bool bOldSmudge; // Używanie starej smugi
static TWorld *pWorld; // wskaźnik na świat do usuwania pojazdów
static TAnimModel *pTerrainCompact; // obiekt terenu do ewentualnego zapisania w pliku
static std::string asTerrainModel; // nazwa obiektu terenu do zapisania w pliku
static bool bRollFix; // czy wykonać przeliczanie przechyłki
static cParser *pParser;
static int iSegmentsRendered; // ilość segmentów do regulacji wydajności
static double fFpsAverage; // oczekiwana wartosć FPS
static double fFpsDeviation; // odchylenie standardowe FPS
static double fFpsMin; // dolna granica FPS, przy której promień scenerii będzie zmniejszany

View File

@@ -28,7 +28,7 @@ Copyright (C) 2001-2004 Marcin Wozniak, Maciej Czapkiewicz and others
using namespace Mtable;
double TSubModel::fSquareDist = 0;
float TSubModel::fSquareDist = 0.f;
size_t TSubModel::iInstance; // numer renderowanego egzemplarza obiektu
texture_handle const *TSubModel::ReplacableSkinId = NULL;
int TSubModel::iAlpha = 0x30300030; // maska do testowania flag tekstur wymiennych

View File

@@ -153,7 +153,7 @@ public:
static size_t iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
static material_handle const *ReplacableSkinId;
static int iAlpha; // maska bitowa dla danego przebiegu
static double fSquareDist;
static float fSquareDist;
static TModel3d *pRoot;
static std::string *pasText; // tekst dla wyświetlacza (!!!! do przemyślenia)
~TSubModel();

View File

@@ -527,7 +527,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
// na przechyłce doliczyć jeszcze pół przechyłki
}
if( fRadius != 0 ) // gdy podany promień
segsize = clamp( 0.2 + std::fabs( fRadius ) * 0.02, 2.0, 10.0 );
segsize = clamp( std::fabs( fRadius ) * ( 0.02 / Global::SplineFidelity ), 2.0 / Global::SplineFidelity, 10.0 );
else
segsize = 10.0; // for straights, 10m per segment works good enough

View File

@@ -1616,16 +1616,16 @@ opengl_renderer::Render( TGroundNode *Node ) {
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
default: {
distancesquared = SquareMagnitude( ( Node->pCenter - m_renderpass.camera.position() ) / Global::ZoomFactor );
distancesquared = SquareMagnitude( ( Node->pCenter - m_renderpass.camera.position() ) / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
}
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
if( ( distancesquared > Node->fSquareRadius )
|| ( distancesquared < Node->fSquareMinRadius ) ) {
return false;
}
@@ -1671,28 +1671,12 @@ opengl_renderer::Render( TGroundNode *Node ) {
Node->Model->RaPrepare();
if( Node->Model->pModel ) {
// renderowanie rekurencyjne submodeli
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
Render(
Node->Model->pModel,
Node->Model->Material(),
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
SquareMagnitude( Node->pCenter - Global::pCameraPosition ),
Node->pCenter - m_renderpass.camera.position(),
Node->Model->vAngle );
break;
}
default: {
auto const position = Node->pCenter - m_renderpass.camera.position();
Render(
Node->Model->pModel,
Node->Model->Material(),
SquareMagnitude( position ),
position,
Node->Model->vAngle );
break;
}
}
Render(
Node->Model->pModel,
Node->Model->Material(),
distancesquared,
Node->pCenter - m_renderpass.camera.position(),
Node->Model->vAngle );
}
return true;
}
@@ -1726,7 +1710,7 @@ opengl_renderer::Render( TGroundNode *Node ) {
break;
}
}
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 32.0 );
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 8.0 );
if( linewidth > 1.0 ) {
::glLineWidth( static_cast<float>( linewidth ) );
}
@@ -1832,15 +1816,16 @@ opengl_renderer::Render( TDynamicObject *Dynamic ) {
}
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
double squaredistance;
glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
// lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom
float squaredistance;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
squaredistance = SquareMagnitude( ( Dynamic->vPosition - Global::pCameraPosition ) / Global::ZoomFactor );
squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global::pCameraPosition } } / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
default: {
squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
squaredistance = glm::length2( glm::vec3{ originoffset } / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
}
@@ -1995,7 +1980,7 @@ opengl_renderer::Render_cab( TDynamicObject *Dynamic ) {
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance ) {
auto alpha =
( Material != nullptr ?
@@ -2027,7 +2012,7 @@ opengl_renderer::Render( TModel3d *Model, material_data const *Material, double
}
bool
opengl_renderer::Render( TModel3d *Model, material_data const *Material, double const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
opengl_renderer::Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
@@ -2049,8 +2034,8 @@ void
opengl_renderer::Render( TSubModel *Submodel ) {
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / std::max( 1.f, Global::fDistanceFactor ) ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * std::max( 1.f, Global::fDistanceFactor ) ) ) ) {
&& ( TSubModel::fSquareDist >= Submodel->fSquareMinDist )
&& ( TSubModel::fSquareDist <= Submodel->fSquareMaxDist ) ) {
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
@@ -2205,7 +2190,7 @@ opengl_renderer::Render( TSubModel *Submodel ) {
float const anglefactor = ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor = static_cast<float>( std::max( 0.5, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / ( Submodel->fSquareMaxDist * Global::fDistanceFactor ) ) );
float const distancefactor = std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist );
if( lightlevel > 0.f ) {
// material configuration:
@@ -2424,16 +2409,16 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
default: {
distancesquared = SquareMagnitude( ( Node->pCenter - m_renderpass.camera.position() ) / Global::ZoomFactor );
distancesquared = SquareMagnitude( ( Node->pCenter - m_renderpass.camera.position() ) / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
}
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {
if( ( distancesquared > Node->fSquareRadius )
|| ( distancesquared < Node->fSquareMinRadius ) ) {
return false;
}
@@ -2488,28 +2473,12 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
Node->Model->RaPrepare();
if( Node->Model->pModel ) {
// renderowanie rekurencyjne submodeli
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
Render_Alpha(
Node->Model->pModel,
Node->Model->Material(),
// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
SquareMagnitude( Node->pCenter - Global::pCameraPosition ),
Node->pCenter - m_renderpass.camera.position(),
Node->Model->vAngle );
break;
}
default: {
auto const position = Node->pCenter - m_renderpass.camera.position();
Render_Alpha(
Node->Model->pModel,
Node->Model->Material(),
SquareMagnitude( position ),
position,
Node->Model->vAngle );
break;
}
}
Render_Alpha(
Node->Model->pModel,
Node->Model->Material(),
distancesquared,
Node->pCenter - m_renderpass.camera.position(),
Node->Model->vAngle );
}
return true;
}
@@ -2531,7 +2500,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
glm::vec4(
Node->Diffuse * glm::vec3( Global::DayLight.ambient ), // w zaleznosci od koloru swiatla
std::min( 1.0, linealpha ) ) ) );
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 32.0 );
auto const linewidth = clamp( 0.5 * linealpha + Node->fLineThickness * Node->m_radius / 1000.0, 1.0, 8.0 );
if( linewidth > 1.0 ) {
::glLineWidth( static_cast<float>(linewidth) );
}
@@ -2589,15 +2558,16 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
// setup
TSubModel::iInstance = ( size_t )this; //żeby nie robić cudzych animacji
auto const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
double squaredistance;
glm::dvec3 const originoffset = Dynamic->vPosition - m_renderpass.camera.position();
// lod visibility ranges are defined for base (x 1.0) viewing distance. for render we adjust them for actual range multiplier and zoom
float squaredistance;
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
squaredistance = SquareMagnitude( ( Dynamic->vPosition - Global::pCameraPosition ) / Global::ZoomFactor );
squaredistance = glm::length2( glm::vec3{ glm::dvec3{ Dynamic->vPosition - Global::pCameraPosition } } / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
default: {
squaredistance = SquareMagnitude( originoffset / Global::ZoomFactor );
squaredistance = glm::length2( glm::vec3{ originoffset } / Global::ZoomFactor ) / Global::fDistanceFactor;
break;
}
}
@@ -2656,7 +2626,7 @@ opengl_renderer::Render_Alpha( TDynamicObject *Dynamic ) {
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance ) {
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance ) {
auto alpha =
( Material != nullptr ?
@@ -2688,7 +2658,7 @@ opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, d
}
bool
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
opengl_renderer::Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle ) {
::glPushMatrix();
::glTranslated( Position.x, Position.y, Position.z );
@@ -2710,8 +2680,8 @@ void
opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
// renderowanie przezroczystych przez DL
if( ( Submodel->iVisible )
&& ( TSubModel::fSquareDist >= ( Submodel->fSquareMinDist / std::max( 1.f, Global::fDistanceFactor ) ) )
&& ( TSubModel::fSquareDist <= ( Submodel->fSquareMaxDist * std::max( 1.f, Global::fDistanceFactor ) ) ) ) {
&& ( TSubModel::fSquareDist >= Submodel->fSquareMinDist )
&& ( TSubModel::fSquareDist <= Submodel->fSquareMaxDist ) ) {
if( Submodel->iFlags & 0xC000 ) {
::glPushMatrix();
@@ -3009,7 +2979,7 @@ opengl_renderer::Update( double const Deltatime ) {
m_framerate = 1000.f / ( m_drawtime / 20.f );
// adjust draw ranges etc, based on recent performance
auto const framerate = 1000.0f / (m_drawtimecolorpass / 20.0f);
auto const framerate = 1000.f / (m_drawtimecolorpass / 20.f);
float targetfactor;
if( framerate > 90.0 ) { targetfactor = 3.0f; }

View File

@@ -277,9 +277,9 @@ private:
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render( TSubModel *Submodel );
void
@@ -297,9 +297,9 @@ private:
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render_Alpha( TSubModel *Submodel );
void