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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-05 07:34:27 +01:00

Remove legacy OpenGL 2.1 renderer

This commit is contained in:
2026-10-15 00:06:31 +02:00
parent 05ffb9058c
commit 3d3eef2e1c
35 changed files with 29 additions and 6760 deletions

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@@ -68,7 +68,6 @@ if (APPLE)
endif() endif()
option(WITH_OPENGL_MODERN "Compile with OpenGL modern renderer" ON) option(WITH_OPENGL_MODERN "Compile with OpenGL modern renderer" ON)
option(WITH_OPENGL_LEGACY "Compile with OpenGL legacy renderer" ON)
option(WITH_PYTHON "Python 3.14 embedded scripting" ON) option(WITH_PYTHON "Python 3.14 embedded scripting" ON)
option(WITH_UART "Compile with libserialport" ON) option(WITH_UART "Compile with libserialport" ON)
option(WITH_LUA "Compile with lua scripting support" ON) option(WITH_LUA "Compile with lua scripting support" ON)
@@ -225,7 +224,6 @@ set(SOURCES
"utilities/headtrack.cpp" "utilities/headtrack.cpp"
"scripting/ladderlogic.cpp" "scripting/ladderlogic.cpp"
"rendering/geometrybank.cpp" "rendering/geometrybank.cpp"
"rendering/openglcolor.cpp"
"simulation/simulationsounds.cpp" "simulation/simulationsounds.cpp"
"rendering/openglcamera.cpp" "rendering/openglcamera.cpp"
@@ -284,9 +282,7 @@ set(SOURCES
set(DEFINITIONS) set(DEFINITIONS)
set(SOURCES ${SOURCES} "imgui/imgui_impl_opengl3.cpp") set(SOURCES ${SOURCES} "imgui/imgui_impl_opengl3.cpp")
set(SOURCES ${SOURCES} "imgui/imgui_impl_opengl2.cpp")
set_source_files_properties("imgui/imgui_impl_opengl3.cpp" PROPERTIES SKIP_PRECOMPILE_HEADERS TRUE) set_source_files_properties("imgui/imgui_impl_opengl3.cpp" PROPERTIES SKIP_PRECOMPILE_HEADERS TRUE)
set_source_files_properties("imgui/imgui_impl_opengl2.cpp" PROPERTIES SKIP_PRECOMPILE_HEADERS TRUE)
if (WITH_CRASHPAD) if (WITH_CRASHPAD)
set(DEFINITIONS ${DEFINITIONS} "WITH_CRASHPAD") set(DEFINITIONS ${DEFINITIONS} "WITH_CRASHPAD")
@@ -341,17 +337,6 @@ if (WITH_OPENGL_MODERN)
set(DEFINITIONS ${DEFINITIONS} "WITH_OPENGL_MODERN") set(DEFINITIONS ${DEFINITIONS} "WITH_OPENGL_MODERN")
endif() endif()
if (WITH_OPENGL_LEGACY)
set(SOURCES ${SOURCES}
"rendering/openglgeometrybank.cpp"
"rendering/opengllight.cpp"
"rendering/openglskydome.cpp"
"rendering/openglprecipitation.cpp"
"rendering/openglparticles.cpp"
"rendering/openglrenderer.cpp")
set(DEFINITIONS ${DEFINITIONS} "WITH_OPENGL_LEGACY")
endif()
add_subdirectory("${DEPS_DIR}/glfw/" EXCLUDE_FROM_ALL) add_subdirectory("${DEPS_DIR}/glfw/" EXCLUDE_FROM_ALL)
set(SOURCES ${SOURCES} "extras/piped_proc.cpp" "widgets/cameraview_extcam.cpp") set(SOURCES ${SOURCES} "extras/piped_proc.cpp" "widgets/cameraview_extcam.cpp")

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@@ -1252,7 +1252,7 @@ int eu07_application::init_glfw()
monitor = glfwGetPrimaryMonitor(); monitor = glfwGetPrimaryMonitor();
glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE); glfwWindowHint(GLFW_AUTO_ICONIFY, GLFW_FALSE);
if ((Global.gfx_skippipeline || Global.LegacyRenderer) && Global.iMultisampling > 0) if (Global.gfx_skippipeline && Global.iMultisampling > 0)
{ {
glfwWindowHint(GLFW_SAMPLES, 1 << Global.iMultisampling); glfwWindowHint(GLFW_SAMPLES, 1 << Global.iMultisampling);
} }
@@ -1265,39 +1265,23 @@ int eu07_application::init_glfw()
} }
else else
{ {
if (!Global.LegacyRenderer) // activate core profile for opengl 3.3 renderer
if (!Global.gfx_usegles)
{ {
Global.bUseVBO = true; glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// activate core profile for opengl 3.3 renderer glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
if (!Global.gfx_usegles) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
{ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
}
else
{
#ifdef GLFW_CONTEXT_CREATION_API
if (m_glfwversion >= 30200)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#endif
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
}
} }
else else
{ {
if (Global.gfx_usegles) #ifdef GLFW_CONTEXT_CREATION_API
{ if (m_glfwversion >= 30200)
ErrorLog("legacy renderer not supported in gles mode"); glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
return -1; #endif
} glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
Global.gfx_shadergamma = false; glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
} }
if (Global.gfx_gldebug) if (Global.gfx_gldebug)
@@ -1396,20 +1380,15 @@ int eu07_application::init_ui()
int eu07_application::init_gfx() int eu07_application::init_gfx()
{ {
if (Global.GfxRenderer == "default") // NOTE: global_settings maps unsupported gfxrenderer values (e.g. the removed "legacy") to "default"
{ if (Global.GfxRenderer == "experimental")
// default render path
GfxRenderer = gfx_renderer_factory::get_instance()->create("modern");
}
else if (Global.GfxRenderer == "experimental")
{ {
GfxRenderer = gfx_renderer_factory::get_instance()->create(Global.GfxRenderer); GfxRenderer = gfx_renderer_factory::get_instance()->create(Global.GfxRenderer);
} }
else else
{ {
// legacy render path // default render path
GfxRenderer = gfx_renderer_factory::get_instance()->create("legacy"); GfxRenderer = gfx_renderer_factory::get_instance()->create("modern");
Global.DisabledLogTypes |= static_cast<unsigned int>(logtype::material);
} }
if (!GfxRenderer) if (!GfxRenderer)

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@@ -1446,26 +1446,8 @@ debug_panel::update_section_renderer( std::vector<text_line> &Output ) const {
{ {
textline += "NVRHI on "; textline += "NVRHI on ";
} }
else
{
if (Global.BasicRenderer)
{
textline += "Legacy Simple";
}
else
{
textline += "Legacy";
}
}
if (Global.bUseVBO) textline += ", VBO";
{
textline += ", VBO";
}
else
{
textline += ", Display Lists";
}
textline += " "; textline += " ";

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@@ -30,7 +30,6 @@ http://mozilla.org/MPL/2.0/.
#define EU07_SOUND_PROOFINGUSESRANGE #define EU07_SOUND_PROOFINGUSESRANGE
class opengl_renderer;
class sound_source; class sound_source;
using uint32_sequence = std::vector<std::uint32_t>; using uint32_sequence = std::vector<std::uint32_t>;
@@ -101,8 +100,6 @@ private:
class openal_renderer { class openal_renderer {
friend opengl_renderer;
public: public:
openal_renderer() = default; openal_renderer() = default;
~openal_renderer(); ~openal_renderer();

View File

@@ -14,7 +14,6 @@ http://mozilla.org/MPL/2.0/.
class TSky { class TSky {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

View File

@@ -8,7 +8,6 @@
class cStars { class cStars {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

View File

@@ -1,349 +0,0 @@
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
// 2017-09-01: OpenGL: Save and restore current polygon mode.
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_opengl2.h"
#include <stdint.h> // intptr_t
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used
#pragma clang diagnostic ignored "-Wnonportable-system-include-path"
#endif
#include <glad/glad.h> // MaSzyna: GL functions come from glad, initialized by the simulator
// [Debugging]
//#define IMGUI_IMPL_OPENGL_DEBUG
#ifdef IMGUI_IMPL_OPENGL_DEBUG
#include <stdio.h>
#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check
#else
#define GL_CALL(_CALL) _CALL // Call without error check
#endif
// OpenGL data
struct ImGui_ImplOpenGL2_Data
{
GLuint FontTexture;
ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Forward Declarations
static void ImGui_ImplOpenGL2_InitMultiViewportSupport();
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
// Functions
bool ImGui_ImplOpenGL2_Init()
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_opengl2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
ImGui_ImplOpenGL2_InitMultiViewportSupport();
return true;
}
void ImGui_ImplOpenGL2_Shutdown()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_ShutdownMultiViewportSupport();
ImGui_ImplOpenGL2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports;
IM_DELETE(bd);
}
void ImGui_ImplOpenGL2_NewFrame()
{
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?");
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateDeviceObjects();
if (!bd->FontTexture)
ImGui_ImplOpenGL2_CreateFontsTexture();
}
static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
// OpenGL2 Render function.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
// This is in order to be able to run within an OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
// Backup GL state
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* draw_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height);
else
pcmd->UserCallback(draw_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle (Y is inverted in OpenGL)
glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset);
}
}
}
// Restore modified GL state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glShadeModel(last_shade_model);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
bool ImGui_ImplOpenGL2_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &bd->FontTexture);
glBindTexture(GL_TEXTURE_2D, bd->FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
void ImGui_ImplOpenGL2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();
if (bd->FontTexture)
{
glDeleteTextures(1, &bd->FontTexture);
io.Fonts->SetTexID(0);
bd->FontTexture = 0;
}
}
bool ImGui_ImplOpenGL2_CreateDeviceObjects()
{
return ImGui_ImplOpenGL2_CreateFontsTexture();
}
void ImGui_ImplOpenGL2_DestroyDeviceObjects()
{
ImGui_ImplOpenGL2_DestroyFontsTexture();
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
//--------------------------------------------------------------------------------------------------------
static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*)
{
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
{
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
}
ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData);
}
static void ImGui_ImplOpenGL2_InitMultiViewportSupport()
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow;
}
static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

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@@ -1,42 +0,0 @@
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in imgui_impl_opengl3.cpp**
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

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@@ -107,7 +107,6 @@ class TAnimContainer : public std::enable_shared_from_this<TAnimContainer>
// opakowanie modelu, określające stan egzemplarza // opakowanie modelu, określające stan egzemplarza
class TAnimModel : public scene::basic_node { class TAnimModel : public scene::basic_node {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
friend itemproperties_panel; friend itemproperties_panel;

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@@ -56,7 +56,6 @@ class TSubModel
{ // klasa submodelu - pojedyncza siatka, punkt świetlny albo grupa punktów { // klasa submodelu - pojedyncza siatka, punkt świetlny albo grupa punktów
//m7todo: zrobić normalną serializację //m7todo: zrobić normalną serializację
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
friend TModel3d; // temporary workaround. TODO: clean up class content/hierarchy friend TModel3d; // temporary workaround. TODO: clean up class content/hierarchy
friend TDynamicObject; // temporary etc friend TDynamicObject; // temporary etc
@@ -268,7 +267,6 @@ public:
class TModel3d class TModel3d
{ {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

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@@ -1374,28 +1374,6 @@ opengl_texture::set_filtering() const
// anisotropic filtering // anisotropic filtering
::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering );
} }
if( Global.LegacyRenderer ) {
bool sharpen{ false };
for( auto const &trait : traits ) {
switch( trait ) {
case '#': { sharpen = true; break; }
default: { break; }
}
}
if( true == sharpen ) {
// #: sharpen more
::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0f );
}
else {
// regular texture sharpening
::glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f );
}
}
} }
void void

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@@ -306,9 +306,7 @@ int generate_nodebank_previews(int Argc, char *Argv[])
// the full renderer, drawing offscreen // the full renderer, drawing offscreen
Global.GfxRenderer = "default"; Global.GfxRenderer = "default";
Global.LegacyRenderer = false;
Global.NvRenderer = false; Global.NvRenderer = false;
Global.BasicRenderer = false;
Global.gfx_usegles = false; Global.gfx_usegles = false;
Global.gfx_skippipeline = false; Global.gfx_skippipeline = false;
Global.gfx_postfx_motionblur_enabled = false; Global.gfx_postfx_motionblur_enabled = false;

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@@ -1,14 +0,0 @@
/*
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 "rendering/openglcolor.h"
opengl_color OpenGLColor;

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@@ -1,77 +0,0 @@
/*
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 "utilities/Globals.h"
// encapsulation of the fixed pipeline opengl color
class opengl_color {
public:
// constructors:
opengl_color() = default;
// methods:
inline
void
color3( glm::vec3 const &Color ) {
return color4( glm::vec4{ Color, 1.f } ); }
inline
void
color3( float const Red, float const Green, float const Blue ) {
return color3( glm::vec3 { Red, Green, Blue } ); }
inline
void
color3( float const *Value ) {
return color3( glm::make_vec3( Value ) ); }
inline
void
color4( glm::vec4 const &Color ) {
if( ( Color != m_color ) || ( false == Global.bUseVBO ) ) {
m_color = Color;
::glColor4fv( glm::value_ptr( m_color ) ); } }
inline
void
color4( float const Red, float const Green, float const Blue, float const Alpha ) {
return color4( glm::vec4{ Red, Green, Blue, Alpha } ); }
inline
void
color4( float const *Value ) {
return color4( glm::make_vec4( Value ) );
}
inline
glm::vec4 const &
data() const {
return m_color; }
inline
float const *
data_array() const {
return glm::value_ptr( m_color ); }
private:
// members:
glm::vec4 m_color { -1 };
};
extern opengl_color OpenGLColor;
// NOTE: standard opengl calls re-definitions
#undef glColor3f
#undef glColor3fv
#undef glColor4f
#undef glColor4fv
#define glColor3f OpenGLColor.color3
#define glColor3fv OpenGLColor.color3
#define glColor4f OpenGLColor.color4
#define glColor4fv OpenGLColor.color4
//---------------------------------------------------------------------------

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@@ -1,375 +0,0 @@
/*
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 "rendering/openglgeometrybank.h"
#include "rendering/openglcolor.h"
#include "utilities/Logs.h"
namespace gfx {
// opengl vbo-based variant of the geometry bank
GLuint opengl_vbogeometrybank::m_activevertexbuffer { 0 }; // buffer bound currently on the opengl end, if any
unsigned int opengl_vbogeometrybank::m_activestreams { gfx::stream::none }; // currently enabled data type pointers
std::vector<GLint> opengl_vbogeometrybank::m_activetexturearrays; // currently enabled texture coord arrays
// create() subclass details
void
opengl_vbogeometrybank::create_( gfx::geometry_handle const &Geometry ) {
// adding a chunk means we'll be (re)building the buffer, which will fill the chunk records, amongst other things.
// thus we don't need to initialize the values here
m_chunkrecords.emplace_back( chunk_record() );
// kiss the existing buffer goodbye, new overall data size means we'll be making a new one
delete_buffer();
}
// replace() subclass details
void
opengl_vbogeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
chunkrecord.is_good = false;
// if the overall length of the chunk didn't change we can get away with reusing the old buffer...
if( geometry_bank::chunk( Geometry ).vertices.size() != chunkrecord.vertex_count ) {
// ...but otherwise we'll need to allocate a new one
// TBD: we could keep and reuse the old buffer also if the new chunk is smaller than the old one,
// but it'd require some extra tracking and work to keep all chunks up to date; also wasting vram; may be not worth it?
delete_buffer();
}
}
// draw() subclass details
std::size_t
opengl_vbogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
setup_buffer();
auto &chunkrecord { m_chunkrecords[ Geometry.chunk - 1 ] };
// sanity check; shouldn't be needed but, eh
if( chunkrecord.vertex_count == 0 ) { return 0; }
// setup...
if( m_activevertexbuffer != m_vertexbuffer ) {
bind_buffer();
}
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
if( false == chunkrecord.is_good ) {
// we may potentially need to upload new buffer data before we can draw it
if( chunkrecord.index_count > 0 ) {
::glBufferSubData(
GL_ELEMENT_ARRAY_BUFFER,
chunkrecord.index_offset * sizeof( gfx::basic_index ),
chunkrecord.index_count * sizeof( gfx::basic_index ),
chunk.indices.data() );
}
::glBufferSubData(
GL_ARRAY_BUFFER,
chunkrecord.vertex_offset * sizeof( gfx::basic_vertex ),
chunkrecord.vertex_count * sizeof( gfx::basic_vertex ),
chunk.vertices.data() );
chunkrecord.is_good = true;
}
// ...render...
if( chunkrecord.index_count > 0 ) {
/*
::glDrawElementsBaseVertex(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.vertex_offset );
*/
if (glDrawRangeElementsBaseVertex) {
if( m_activestreams != Streams ) {
bind_streams( Units, Streams );
}
::glDrawRangeElementsBaseVertex(
chunk.type,
0, static_cast<GLuint>(chunkrecord.vertex_count),
static_cast<GLsizei>(chunkrecord.index_count), GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
static_cast<GLint>(chunkrecord.vertex_offset) );
}
else {
bind_streams( Units, Streams, chunkrecord.vertex_offset );
::glDrawRangeElements(
chunk.type,
0, static_cast<GLuint>(chunkrecord.vertex_count),
static_cast<GLsizei>(chunkrecord.index_count), GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
}
}
else {
if( m_activestreams != Streams ) {
bind_streams( Units, Streams );
}
::glDrawArrays( chunk.type, static_cast<GLint>(chunkrecord.vertex_offset), static_cast<GLsizei>(chunkrecord.vertex_count) );
}
// ...post-render cleanup
/*
::glDisableClientState( GL_VERTEX_ARRAY );
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glBindBuffer( GL_ARRAY_BUFFER, 0 ); m_activebuffer = 0;
*/
auto const vertexcount { ( chunkrecord.index_count > 0 ? chunkrecord.index_count : chunkrecord.vertex_count ) };
switch( chunk.type ) {
case GL_TRIANGLES: { return vertexcount / 3; }
case GL_TRIANGLE_STRIP: { return vertexcount - 2; }
default: { return 0; }
}
}
// release () subclass details
void
opengl_vbogeometrybank::release_() {
delete_buffer();
}
void
opengl_vbogeometrybank::setup_buffer() {
if( m_vertexbuffer != 0 ) { return; }
// if there's no buffer, we'll have to make one
// NOTE: this isn't exactly optimal in terms of ensuring the gfx card doesn't stall waiting for the data
// may be better to initiate upload earlier (during update phase) and trust this effort won't go to waste
if( true == m_chunks.empty() ) { return; }
std::size_t vertexcount{ 0 };
std::size_t indexcount{ 0 };
auto chunkiterator = m_chunks.cbegin();
for( auto &chunkrecord : m_chunkrecords ) {
// fill records for all chunks, based on the chunk data
chunkrecord.is_good = false; // if we're re-creating buffer, chunks might've been uploaded in the old one
chunkrecord.vertex_offset = vertexcount;
chunkrecord.vertex_count = chunkiterator->vertices.size();
vertexcount += chunkrecord.vertex_count;
chunkrecord.index_offset = indexcount;
chunkrecord.index_count = chunkiterator->indices.size();
indexcount += chunkrecord.index_count;
++chunkiterator;
}
// the odds for all created chunks to get replaced with empty ones are quite low, but the possibility does exist
if( vertexcount == 0 ) { return; }
// try to set up the buffers we need
if( ( indexcount > 0 ) && ( m_indexbuffer == 0 ) ) {
::glGenBuffers( 1, &m_indexbuffer );
if( m_indexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
if( m_vertexbuffer == 0 ) {
::glGenBuffers( 1, &m_vertexbuffer );
if( m_vertexbuffer == 0 ) { return; } // if we didn't get a buffer we'll try again during the next draw call
}
bind_buffer();
// NOTE: we're using static_draw since it's generally true for all we have implemented at the moment
// TODO: allow to specify usage hint at the object creation, and pass it here
if( indexcount > 0 ) {
::glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
indexcount * sizeof( gfx::basic_index ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry index buffer" );
delete_buffer();
return;
}
}
::glBufferData(
GL_ARRAY_BUFFER,
vertexcount * sizeof( gfx::basic_vertex ),
nullptr,
GL_STATIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
delete_buffer();
return;
}
}
void
opengl_vbogeometrybank::bind_buffer() const {
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
m_activevertexbuffer = m_vertexbuffer;
m_activestreams = gfx::stream::none;
}
void
opengl_vbogeometrybank::delete_buffer() {
if( m_indexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_indexbuffer );
m_indexbuffer = 0;
}
if( m_vertexbuffer != 0 ) {
::glDeleteBuffers( 1, &m_vertexbuffer );
if( m_activevertexbuffer == m_vertexbuffer ) {
m_activevertexbuffer = 0;
release_streams();
}
m_vertexbuffer = 0;
// NOTE: since we've deleted the buffer all chunks it held were rendered invalid as well
// instead of clearing their state here we're delaying it until new buffer is created to avoid looping through chunk records twice
}
}
void
opengl_vbogeometrybank::bind_streams( gfx::stream_units const &Units, unsigned int const Streams, size_t offset ) {
if( Streams & gfx::stream::position ) {
::glVertexPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, position) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_VERTEX_ARRAY );
}
else {
::glDisableClientState( GL_VERTEX_ARRAY );
}
// NOTE: normal and color streams share the data, making them effectively mutually exclusive
if( Streams & gfx::stream::normal ) {
::glNormalPointer( GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_NORMAL_ARRAY );
}
else {
::glDisableClientState( GL_NORMAL_ARRAY );
}
if( Streams & gfx::stream::color ) {
::glColorPointer( 3, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, normal) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_COLOR_ARRAY );
}
else {
::glDisableClientState( GL_COLOR_ARRAY );
}
if( Streams & gfx::stream::texture ) {
for( auto unit : Units.texture ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( gfx::basic_vertex ), reinterpret_cast<void const *>( offsetof(gfx::basic_vertex, texture) + sizeof( gfx::basic_vertex ) * offset ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activetexturearrays = Units.texture;
}
else {
for( auto unit : Units.texture ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activetexturearrays.clear(); // NOTE: we're simplifying here, since we always toggle the same texture coord sets
}
m_activestreams = Streams;
}
void
opengl_vbogeometrybank::release_streams() {
::glDisableClientState( GL_VERTEX_ARRAY );
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_COLOR_ARRAY );
for( auto unit : m_activetexturearrays ) {
::glClientActiveTexture( GL_TEXTURE0 + unit );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
}
m_activestreams = gfx::stream::none;
m_activetexturearrays.clear();
}
// opengl display list based variant of the geometry bank
// create() subclass details
void
opengl_dlgeometrybank::create_( gfx::geometry_handle const &Geometry ) {
m_chunkrecords.emplace_back( chunk_record() );
}
// replace() subclass details
void
opengl_dlgeometrybank::replace_( gfx::geometry_handle const &Geometry ) {
delete_list( Geometry );
}
// draw() subclass details
std::size_t
opengl_dlgeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) {
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( chunkrecord.streams != Streams ) {
delete_list( Geometry );
chunkrecord.primitive_count = 0;
}
if( chunkrecord.list == 0 ) {
// we don't have a list ready, so compile one
chunkrecord.streams = Streams;
chunkrecord.list = ::glGenLists( 1 );
auto const &chunk = gfx::geometry_bank::chunk( Geometry );
::glNewList( chunkrecord.list, GL_COMPILE );
::glBegin( chunk.type );
if( chunk.indices.size() > 0 ) {
// indexed geometry
for( auto const &index : chunk.indices ) {
auto const &vertex { chunk.vertices[ index ] };
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
else {
// raw geometry
for( auto const &vertex : chunk.vertices ) {
if( Streams & gfx::stream::normal ) { ::glNormal3fv( glm::value_ptr( vertex.normal ) ); }
else if( Streams & gfx::stream::color ) { ::glColor3fv( glm::value_ptr( vertex.normal ) ); }
if( Streams & gfx::stream::texture ) { for( auto unit : Units.texture ) { ::glMultiTexCoord2fv( unit, glm::value_ptr( vertex.texture ) ); } }
if( Streams & gfx::stream::position ) { ::glVertex3fv( glm::value_ptr( vertex.position ) ); }
}
}
::glEnd();
::glEndList();
auto const vertexcount { ( chunk.indices.empty() ? chunk.vertices.size() : chunk.indices.size() ) };
switch( chunk.type ) {
case GL_TRIANGLES: { chunkrecord.primitive_count += vertexcount / 3; break; }
case GL_TRIANGLE_STRIP: { chunkrecord.primitive_count += vertexcount - 2; break; }
default: { break; }
}
}
// with the list done we can just play it
::glCallList( chunkrecord.list );
return chunkrecord.primitive_count;
}
// release () subclass details
void
opengl_dlgeometrybank::release_() {
for( auto &chunkrecord : m_chunkrecords ) {
if( chunkrecord.list != 0 ) {
::glDeleteLists( chunkrecord.list, 1 );
chunkrecord.list = 0;
}
chunkrecord.streams = gfx::stream::none;
}
}
void
opengl_dlgeometrybank::delete_list( gfx::geometry_handle const &Geometry ) {
// NOTE: given it's our own internal method we trust it to be called with valid parameters
auto &chunkrecord = m_chunkrecords[ Geometry.chunk - 1 ];
if( chunkrecord.list != 0 ) {
::glDeleteLists( chunkrecord.list, 1 );
chunkrecord.list = 0;
}
chunkrecord.streams = gfx::stream::none;
}
} // namespace gfx

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@@ -1,124 +0,0 @@
/*
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 "rendering/geometrybank.h"
namespace gfx {
// opengl vbo-based variant of the geometry bank
class opengl_vbogeometrybank : public geometry_bank {
public:
// constructors:
opengl_vbogeometrybank() = default;
// destructor
~opengl_vbogeometrybank() {
delete_buffer(); }
// methods:
static
void
reset() {
m_activevertexbuffer = 0;
m_activestreams = gfx::stream::none; }
private:
// types:
struct chunk_record {
std::size_t vertex_offset{ 0 }; // beginning of the chunk vertex data as offset from the beginning of the last established buffer
std::size_t vertex_count{ 0 }; // size of the chunk in the last established buffer
std::size_t index_offset{ 0 };
std::size_t index_count{ 0 };
bool is_good{ false }; // true if local content of the chunk matches the data on the opengl end
};
using chunkrecord_sequence = std::vector<chunk_record>;
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override;
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override;
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override;
// release() subclass details
void
release_() override;
void
setup_buffer();
void
bind_buffer() const;
void
delete_buffer();
static
void
bind_streams(gfx::stream_units const &Units, unsigned int const Streams , size_t offset = 0);
static
void
release_streams();
// members:
static GLuint m_activevertexbuffer; // buffer bound currently on the opengl end, if any
static unsigned int m_activestreams;
static std::vector<GLint> m_activetexturearrays;
GLuint m_vertexbuffer { 0 }; // id of the buffer holding vertex data on the opengl end
GLuint m_indexbuffer { 0 }; // id of the buffer holding index data on the opengl end
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
};
// opengl display list based variant of the geometry bank
class opengl_dlgeometrybank : public geometry_bank {
public:
// constructors:
opengl_dlgeometrybank() = default;
// destructor:
~opengl_dlgeometrybank() {
for( auto const &chunkrecord : m_chunkrecords ) {
::glDeleteLists( chunkrecord.list, 1 ); } }
private:
// types:
struct chunk_record {
GLuint list { 0 }; // display list associated with the chunk
unsigned int streams { 0 }; // stream combination used to generate the display list
std::size_t primitive_count { 0 };
};
using chunkrecord_sequence = std::vector<chunk_record>;
// methods:
// create() subclass details
void
create_( gfx::geometry_handle const &Geometry ) override;
// replace() subclass details
void
replace_( gfx::geometry_handle const &Geometry ) override;
// draw() subclass details
auto
draw_( gfx::geometry_handle const &Geometry, gfx::stream_units const &Units, unsigned int const Streams ) -> std::size_t override;
// release () subclass details
void
release_() override;
void
delete_list( gfx::geometry_handle const &Geometry );
// members:
chunkrecord_sequence m_chunkrecords; // helper data for all stored geometry chunks, in matching order
};
} // namespace gfx

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/*
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 "rendering/opengllight.h"
void
opengl_light::apply_intensity( float const Factor ) {
if( Factor == 1.f ) {
::glLightfv( id, GL_AMBIENT, glm::value_ptr( ambient ) );
::glLightfv( id, GL_DIFFUSE, glm::value_ptr( diffuse ) );
::glLightfv( id, GL_SPECULAR, glm::value_ptr( specular ) );
}
else {
auto const factor{ std::clamp( Factor, 0.05f, 1.f ) };
// temporary light scaling mechanics (ultimately this work will be left to the shaders
glm::vec4 scaledambient( ambient.r * factor, ambient.g * factor, ambient.b * factor, ambient.a );
glm::vec4 scaleddiffuse( diffuse.r * factor, diffuse.g * factor, diffuse.b * factor, diffuse.a );
glm::vec4 scaledspecular( specular.r * factor, specular.g * factor, specular.b * factor, specular.a );
glLightfv( id, GL_AMBIENT, glm::value_ptr( scaledambient ) );
glLightfv( id, GL_DIFFUSE, glm::value_ptr( scaleddiffuse ) );
glLightfv( id, GL_SPECULAR, glm::value_ptr( scaledspecular ) );
}
}
void
opengl_light::apply_angle() {
::glLightfv( id, GL_POSITION, glm::value_ptr( glm::vec4{ position, ( is_directional ? 0.f : 1.f ) } ) );
if( false == is_directional ) {
::glLightfv( id, GL_SPOT_DIRECTION, glm::value_ptr( direction ) );
}
}
//---------------------------------------------------------------------------

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@@ -1,29 +0,0 @@
/*
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 "rendering/light.h"
struct opengl_light : public basic_light {
GLuint id { (GLuint)-1 };
void
apply_intensity( float const Factor = 1.0f );
void
apply_angle();
opengl_light &
operator=( basic_light const &Right ) {
basic_light::operator=( Right );
return *this; }
};
//---------------------------------------------------------------------------

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@@ -1,158 +0,0 @@
/*
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 "rendering/openglparticles.h"
#include "rendering/particles.h"
#include "rendering/openglcamera.h"
#include "simulation/simulation.h"
#include "utilities/Logs.h"
std::vector<std::pair<glm::vec3, glm::vec2>> const billboard_vertices {
{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
{ { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } },
{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
{ { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } }
};
void
opengl_particles::update( opengl_camera const &Camera ) {
m_particlevertices.clear();
if( false == Global.Smoke ) { return; }
// build a list of visible smoke sources
// NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling
std::multimap<float, smoke_source const &> sources;
for( auto const &source : simulation::Particles.sequence() ) {
if( false == Camera.visible( source.area() ) ) { continue; }
// NOTE: the distance is negative when the camera is inside the source's bounding area
sources.emplace(
static_cast<float>( glm::length( Camera.position() - source.area().center ) - source.area().radius ),
source );
}
if( true == sources.empty() ) { return; }
// build billboard data for particles from visible sources
auto const camerarotation { glm::mat3( Camera.modelview() ) };
particle_vertex vertex;
for( auto const &[sourcekey, sourcedata] : sources ) {
auto const particlecolor {
glm::clamp(
sourcedata.color()
* ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } )
* 255.f,
glm::vec3{ 0.f }, glm::vec3{ 255.f } ) };
auto const &particles { sourcedata.sequence() };
// TODO: put sanity cap on the overall amount of particles that can be drawn
auto const sizestep { 256.0 * billboard_vertices.size() };
m_particlevertices.reserve(
static_cast<std::size_t>( sizestep * std::ceil( static_cast<double>(m_particlevertices.size()) + ( static_cast<double>(particles.size() * billboard_vertices.size()) ) / sizestep ) ) );
for( auto const &particle : particles ) {
// TODO: particle color support
vertex.color[ 0 ] = static_cast<std::uint_fast8_t>( particlecolor.r );
vertex.color[ 1 ] = static_cast<std::uint_fast8_t>( particlecolor.g );
vertex.color[ 2 ] = static_cast<std::uint_fast8_t>( particlecolor.b );
vertex.color[ 3 ] = static_cast<std::uint_fast8_t>( std::clamp( particle.opacity * 255, 0.f, 255.f ) );
auto const offset { glm::vec3{ particle.position - Camera.position() } };
auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) };
for( auto const &[billboardoffset, billboardtexture] : billboard_vertices ) {
vertex.position = offset + ( rotation * billboardoffset * particle.size ) * camerarotation;
vertex.texture = billboardtexture;
m_particlevertices.emplace_back( vertex );
}
}
}
// ship the billboard data to the gpu:
// setup...
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// ...make sure we have enough room...
if( m_buffercapacity < m_particlevertices.size() ) {
// allocate gpu side buffer big enough to hold the data
m_buffercapacity = 0;
if( m_buffer != (GLuint)-1 ) {
// get rid of the old buffer
::glDeleteBuffers( 1, &m_buffer );
m_buffer = (GLuint)-1;
}
::glGenBuffers( 1, &m_buffer );
if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
// if we didn't get a buffer we'll try again during the next draw call
// NOTE: we match capacity instead of current size to reduce number of re-allocations
auto const particlecount { m_particlevertices.capacity() };
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glBufferData(
GL_ARRAY_BUFFER,
particlecount * sizeof( particle_vertex ),
nullptr,
GL_DYNAMIC_DRAW );
if( ::glGetError() == GL_OUT_OF_MEMORY ) {
// TBD: throw a bad_alloc?
ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
::glDeleteBuffers( 1, &m_buffer );
m_buffer = (GLuint)-1;
}
else {
m_buffercapacity = particlecount;
}
}
}
// ...send the data...
if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
// if the buffer exists at this point it's guaranteed to be big enough to hold our data
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glBufferSubData(
GL_ARRAY_BUFFER,
0,
m_particlevertices.size() * sizeof( particle_vertex ),
m_particlevertices.data() );
}
// ...and cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
}
std::size_t
opengl_particles::render( GLint const Textureunit ) {
if( false == Global.Smoke ) { return 0; }
if( m_buffercapacity == 0 ) { return 0; }
if( m_particlevertices.empty() ) { return 0; }
if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return 0; }
// setup...
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast<char *>( nullptr ) );
::glEnableClientState( GL_VERTEX_ARRAY );
::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 ) );
::glEnableClientState( GL_COLOR_ARRAY );
::glClientActiveTexture( GL_TEXTURE0 + Textureunit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
// ...draw...
::glDrawArrays( GL_QUADS, 0, static_cast<GLsizei>(m_particlevertices.size()) );
// ...and cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
return m_particlevertices.size() / 4;
}
//---------------------------------------------------------------------------

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@@ -1,51 +0,0 @@
/*
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
class opengl_camera;
// particle data visualizer
class opengl_particles {
public:
// constructors
opengl_particles() = default;
// destructor
~opengl_particles() {
if( m_buffer != -1 ) {
::glDeleteBuffers( 1, &m_buffer ); } }
// methods
void
update( opengl_camera const &Camera );
std::size_t
render( GLint const Textureunit );
private:
// types
struct particle_vertex {
glm::vec3 position; // 3d space
std::uint8_t color[ 4 ]; // rgba, unsigned byte format
glm::vec2 texture; // uv space
float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks
};
/*
using sourcedistance_pair = std::pair<smoke_source *, float>;
using source_sequence = std::vector<sourcedistance_pair>;
*/
using particlevertex_sequence = std::vector<particle_vertex>;
// methods
// members
/*
source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera
*/
particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end
GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end
std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
};
//---------------------------------------------------------------------------

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/*
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 "rendering/openglprecipitation.h"
#include "utilities/Globals.h"
#include "rendering/renderer.h"
#include "simulation/simulationenvironment.h"
opengl_precipitation::~opengl_precipitation() {
if( m_vertexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); }
if( m_indexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); }
if( m_uvbuffer != -1 ) { ::glDeleteBuffers( 1, &m_uvbuffer ); }
}
void
opengl_precipitation::create( int const Tesselation ) {
m_vertices.clear();
m_uvs.clear();
m_indices.clear();
auto const heightfactor { 10.f }; // height-to-radius factor
auto const verticaltexturestretchfactor { 1.5f }; // crude motion blur
// create geometry chunk
auto const latitudes { 3 }; // just a cylinder with end cones
auto const longitudes { Tesselation };
auto const longitudehalfstep { 0.5f * static_cast<float>( 2.0 * M_PI * 1.f / longitudes ) }; // for crude uv correction
std::uint16_t index = 0;
// auto const radius { 25.f }; // cylinder radius
std::vector radii { 25.f, 10.f, 5.f, 1.f };
for( auto radius : radii ) {
for( int i = 0; i <= latitudes; ++i ) {
auto const latitude{ static_cast<float>( M_PI * ( -0.5f + (float)( i ) / latitudes ) ) };
auto const z{ std::sin( latitude ) };
auto const zr{ std::cos( latitude ) };
for( int j = 0; j <= longitudes; ++j ) {
// NOTE: for the first and last row half of the points we create end up unused but, eh
auto const longitude{ static_cast<float>( 2.0 * M_PI * (float)( j ) / longitudes ) };
auto const x{ std::cos( longitude ) };
auto const y{ std::sin( longitude ) };
// NOTE: cartesian to opengl swap would be: -x, -z, -y
m_vertices.emplace_back( glm::vec3( -x * zr, -z * heightfactor, -y * zr ) * radius );
// uvs
// NOTE: first and last row receives modified u values to deal with limitation of mapping onto triangles
auto u = (
i == 0 ? longitude + longitudehalfstep :
i == latitudes ? longitude - longitudehalfstep :
longitude );
m_uvs.emplace_back(
u / ( 2.0 * M_PI ) * radius,
1.f - (float)( i ) / latitudes * radius * heightfactor * 0.5f / verticaltexturestretchfactor );
if( ( i == 0 ) || ( j == 0 ) ) {
// initial edge of the dome, don't start indices yet
++index;
}
else {
// the end cones are built from one triangle of each quad, the middle rows use both
if( i < latitudes ) {
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 );
m_indices.emplace_back( index );
}
if( i > 1 ) {
m_indices.emplace_back( index );
m_indices.emplace_back( index - ( longitudes + 1 ) );
m_indices.emplace_back( index - 1 - ( longitudes + 1 ) );
}
++index;
}
} // longitude
} // latitude
} // radius
}
void
opengl_precipitation::update() {
// NOTE: we should really be checking state of each buffer as theoretically allocation could go wrong mid-way, but, eh
if( m_vertexbuffer == (GLuint)-1 ) {
if( m_vertices.empty() ) {
// create visualization mesh
create( 18 );
}
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// build the buffers
::glGenBuffers( 1, &m_vertexbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_vertices.size() * sizeof( glm::vec3 ), m_vertices.data(), GL_STATIC_DRAW );
::glGenBuffers( 1, &m_uvbuffer );
::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer );
::glBufferData( GL_ARRAY_BUFFER, m_uvs.size() * sizeof( glm::vec2 ), m_uvs.data(), GL_STATIC_DRAW );
::glGenBuffers( 1, &m_indexbuffer );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_indices.size() * sizeof( unsigned short ), m_indices.data(), GL_STATIC_DRAW );
// NOTE: vertex and index source data is superfluous past this point, but, eh
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
// TODO: include weather type check in the entry conditions
if( m_overcast == Global.Overcast ) { return; }
m_overcast = Global.Overcast;
std::string const densitysuffix { (
m_overcast < 1.35 ?
"_light" :
"_medium" ) };
if( Global.Weather == "rain:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/rain" + densitysuffix );
}
else if( Global.Weather == "snow:" ) {
m_texture = GfxRenderer->Fetch_Texture( "fx/snow" + densitysuffix );
}
}
void
opengl_precipitation::render( GLint const Textureunit ) {
if( m_texture == null_handle ) { return; }
GfxRenderer->Bind_Texture( m_texture );
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// positions
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_VERTEX_ARRAY );
// uvs
::glBindBuffer( GL_ARRAY_BUFFER, m_uvbuffer );
::glClientActiveTexture( GL_TEXTURE0 + Textureunit );
::glTexCoordPointer( 2, GL_FLOAT, sizeof( glm::vec2 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
// uv transformation matrix
::glMatrixMode( GL_TEXTURE );
::glLoadIdentity();
::glTranslatef( 0.f, simulation::Environment.precipitation().get_textureoffset(), 0.f );
// indices
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indices.size() ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
// cleanup
::glLoadIdentity();
::glMatrixMode( GL_MODELVIEW );
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}

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/*
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 "model/Texture.h"
class opengl_precipitation {
public:
// constructors
opengl_precipitation() = default;
// destructor
~opengl_precipitation();
// methods
void
update();
void
render( GLint const Textureunit );
private:
// methods
void create( int const Tesselation );
// members
std::vector<glm::vec3> m_vertices;
std::vector<glm::vec2> m_uvs;
std::vector<std::uint16_t> m_indices;
GLuint m_vertexbuffer { (GLuint)-1 };
GLuint m_uvbuffer { (GLuint)-1 };
GLuint m_indexbuffer { (GLuint)-1 };
texture_handle m_texture { null_handle };
float m_overcast { -1.f }; // cached overcast level, difference from current state triggers texture update
};

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/*
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 "rendering/renderer.h"
#include "rendering/opengllight.h"
#include "rendering/openglcamera.h"
#include "rendering/openglparticles.h"
#include "rendering/openglskydome.h"
#include "rendering/openglprecipitation.h"
#include "rendering/lightarray.h"
#include "scene/scene.h"
#include "simulation/simulationenvironment.h"
#include "world/MemCell.h"
#define EU07_USE_PICKING_FRAMEBUFFER
//#define EU07_USE_DEBUG_SHADOWMAP
//#define EU07_USE_DEBUG_CABSHADOWMAP
//#define EU07_USE_DEBUG_CAMERA
//#define EU07_USE_DEBUG_SOUNDEMITTERS
//#define EU07_DISABLECABREFLECTIONS
// bare-bones render controller, in lack of anything better yet
class opengl_renderer : public gfx_renderer {
public:
// types
// constructors
opengl_renderer() = default;
// destructor
~opengl_renderer() { }
// methods
bool
Init( GLFWwindow *Window ) override;
// main draw call. returns false on error
bool
Render() override;
void
SwapBuffers() override;
inline
float
Framerate() override { return m_framerate; }
bool AddViewport(const global_settings::extraviewport_config &conf) override { return false; }
bool Debug_Ui_State(std::optional<bool>) override { return false; }
void Shutdown() override {}
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank() override;
// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::index_array &Indices, gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type, const std::size_t Offset = 0) override;
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
// provides direct access to index data of specfied chunk
gfx::index_array const &
Indices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const override;
// provides direct access to vertex data of specfied chunk
gfx::userdata_array const &
UserData( gfx::geometry_handle const &Geometry ) const override;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
void
Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
IMaterial const *
Material( material_handle const Material ) const override;
// shader methods
auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
void
Bind_Texture( texture_handle const Texture ) override;
void
Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
ITexture &
Texture( texture_handle const Texture ) override;
ITexture const &
Texture( texture_handle const Texture ) const override;
// utility methods
void
Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
void
Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
TSubModel const *
Pick_Control() const override { return m_pickcontrolitem; }
scene::basic_node const *
Pick_Node() const override { return m_picksceneryitem; }
glm::dvec3
Mouse_Position() const override { return m_worldmousecoordinates; }
glm::mat4
Camera_View_Matrix() const override { return glm::mat4( glm::mat3( m_colorpass.camera.modelview() ) ); }
glm::mat4
Camera_Projection_Matrix() const override { return m_colorpass.camera.projection(); }
glm::dvec3
Camera_Position() const override { return m_colorpass.camera.position(); }
// maintenance methods
void
Update( double const Deltatime ) override;
void
Update_Pick_Control() override;
void
Update_Pick_Node() override;
glm::dvec3
Update_Mouse_Position() override;
// debug methods
std::string const &
info_times() const override;
std::string const &
info_stats() const override;
void MakeScreenshot() override;
opengl_material const & Material( TSubModel const * Submodel ) const;
// members
GLenum static const sunlight { GL_LIGHT0 };
static std::unique_ptr<gfx_renderer> create_func();
private:
// types
enum class rendermode {
none,
color,
shadows,
cabshadows,
reflections,
pickcontrols,
pickscenery
};
enum textureunit {
helper = 0,
shadows,
normals,
diffuse
};
struct debug_stats {
int dynamics { 0 };
int models { 0 };
int submodels { 0 };
int paths { 0 };
int traction { 0 };
int shapes { 0 };
int lines { 0 };
int particles { 0 };
int drawcalls { 0 };
};
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config {
opengl_camera camera;
rendermode draw_mode { rendermode::none };
float draw_range { 0.0f };
debug_stats draw_stats;
};
struct units_state {
bool diffuse { false };
bool shadows { false };
bool reflections { false };
};
typedef std::vector<opengl_light> opengllight_array;
// methods
void
Disable_Lights();
void
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
void
setup_matrices();
void
setup_drawing( bool const Alpha = false );
void
setup_units( bool const Diffuse, bool const Shadows, bool const Reflections );
void
setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation );
void
setup_shadow_color( glm::vec4 const &Shadowcolor );
void
setup_environment_light( TEnvironmentType const Environment = e_flat );
void
switch_units( bool const Diffuse, bool const Shadows, bool const Reflections );
// helper, texture manager method; activates specified texture unit
void
select_unit( GLint const Textureunit );
// 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 );
void
Render( scene::basic_region *Region );
void
Render( section_sequence::iterator First, section_sequence::iterator Last );
void
Render( cell_sequence::iterator First, cell_sequence::iterator Last );
void
Render( scene::shape_node const &Shape, bool const Ignorerange );
void
Render( TAnimModel *Instance );
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render( TSubModel *Submodel );
void
Render( TTrack *Track );
void
Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last );
bool
Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false );
bool
Render_interior( bool const Alpha = false );
bool
Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
bool
Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
void
Render( TMemCell *Memcell );
void
Render_particles();
void
Render_precipitation();
void
Render_Alpha( scene::basic_region *Region );
void
Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last );
void
Render_Alpha( TAnimModel *Instance );
void
Render_Alpha( TTraction *Traction );
void
Render_Alpha( scene::lines_node const &Lines );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render_Alpha( TSubModel *Submodel );
// characters of a text display
void
Render_Alpha_text( TSubModel *Submodel );
void
Update_Lights( light_array &Lights );
bool
Init_caps();
glm::vec3
pick_color( std::size_t const Index );
std::size_t
pick_index( glm::ivec3 const &Color );
// members
GLFWwindow *m_window { nullptr };
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl_light m_sunlight;
opengllight_array m_lights;
opengl_skydome m_skydomerenderer;
opengl_precipitation m_precipitationrenderer;
opengl_particles m_particlerenderer; // particle visualization subsystem
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry { 0, 0 };
texture_handle m_glaretexture { -1 };
texture_handle m_suntexture { -1 };
texture_handle m_moontexture { -1 };
texture_handle m_reflectiontexture { -1 };
texture_handle m_smoketexture { -1 };
material_handle m_invalid_material;
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport { false };
#ifdef EU07_USE_PICKING_FRAMEBUFFER
GLuint m_pickframebuffer { 0 };
GLuint m_picktexture { 0 };
GLuint m_pickdepthbuffer { 0 };
#endif
// main shadowmap resources
int m_shadowbuffersize { 2048 };
GLuint m_shadowframebuffer { 0 };
GLuint m_shadowtexture { 0 };
#ifdef EU07_USE_DEBUG_SHADOWMAP
GLuint m_shadowdebugtexture{ 0 };
#endif
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
GLuint m_cabshadowdebugtexture{ 0 };
#endif
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
// cab shadowmap resources
GLuint m_cabshadowframebuffer { 0 };
GLuint m_cabshadowtexture { 0 };
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
// environment map resources
GLuint m_environmentframebuffer { 0 };
GLuint m_environmentcubetexture { 0 };
GLuint m_environmentdepthbuffer { 0 };
bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face
double m_environmentupdatetime { 0.0 }; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
int m_helpertextureunit { 0 };
int m_shadowtextureunit { 1 };
int m_normaltextureunit { 2 };
int m_diffusetextureunit{ 3 };
units_state m_unitstate;
unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate;
double m_updateaccumulator { 0.0 };
// double m_pickupdateaccumulator { 0.0 };
std::string m_debugtimestext;
std::string m_pickdebuginfo;
std::string m_debugstatstext;
struct simulation_state {
std::string weather;
std::string season;
} m_simulationstate;
glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f };
glm::vec4 m_shadowcolor { colors::shadow };
float m_fogrange { 2000.f };
// TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor { 1.f };
float m_speculartranslucentscalefactor { 1.f };
bool m_renderspecular{ false }; // controls whether to include specular component in the calculations
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
renderpass_config m_colorpass; // parametrs of most recent color pass
renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
std::vector<TSubModel *> m_pickcontrolsitems;
TSubModel *m_pickcontrolitem { nullptr };
std::vector<scene::basic_node *> m_picksceneryitems;
scene::basic_node *m_picksceneryitem { nullptr };
glm::vec3 m_worldmousecoordinates { 0.f };
std::vector<std::function<void( TSubModel const *, const glm::vec2 )>> m_control_pick_requests;
std::vector<std::function<void( scene::basic_node * )>> m_node_pick_requests;
#ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item
#endif
bool m_isATI;
static bool renderer_register;
class opengl_imgui_renderer : public imgui_renderer
{
virtual bool Init() override;
virtual void Shutdown() override;
virtual void BeginFrame() override;
virtual void Render() override;
virtual std::uint64_t Create_Image(std::uint8_t const *Rgba, int const Width, int const Height) override;
virtual void Release_Image(std::uint64_t const Image) override;
} m_imgui_renderer;
virtual imgui_renderer *GetImguiRenderer() override
{
return &m_imgui_renderer;
}
};
//---------------------------------------------------------------------------

View File

@@ -1,103 +0,0 @@
/*
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 "rendering/openglskydome.h"
#include "simulation/simulationenvironment.h"
opengl_skydome::~opengl_skydome() {
if( m_vertexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_vertexbuffer ); }
if( m_indexbuffer != -1 ) { ::glDeleteBuffers( 1, &m_indexbuffer ); }
if( m_coloursbuffer != -1 ) { ::glDeleteBuffers( 1, &m_coloursbuffer ); }
}
void opengl_skydome::update() {
auto &skydome { simulation::Environment.skydome() };
// cache entry state
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// setup gpu data buffers:
// ...static data...
if( m_indexbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_indexbuffer );
if( ( m_indexbuffer > 0 ) && ( m_indexbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
auto const &indices { skydome.indices() };
::glBufferData( GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof( unsigned short ), indices.data(), GL_STATIC_DRAW );
m_indexcount = indices.size();
}
}
if( m_vertexbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_vertexbuffer );
if( ( m_vertexbuffer > 0 ) && ( m_vertexbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
auto const &vertices { skydome.vertices() };
::glBufferData( GL_ARRAY_BUFFER, vertices.size() * sizeof( glm::vec3 ), vertices.data(), GL_STATIC_DRAW );
}
}
// ...and dynamic data
if( m_coloursbuffer == (GLuint)-1 ) {
::glGenBuffers( 1, &m_coloursbuffer );
if( ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 ) ) {
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
auto const &colors { skydome.colors() };
::glBufferData( GL_ARRAY_BUFFER, colors.size() * sizeof( glm::vec3 ), colors.data(), GL_DYNAMIC_DRAW );
}
}
// ship the current dynamic data to the gpu
// TODO: ship the data if it changed since the last update
if (true == skydome.is_dirty() && ( m_coloursbuffer > 0 ) && ( m_coloursbuffer != (GLuint)-1 )) {
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
auto &colors{ skydome.colors() };
/*
float twilightfactor = std::clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f;
auto gamma = std::lerp( glm::vec3( 0.45f ), glm::vec3( 1.0f ), twilightfactor );
for( auto & color : colors ) {
color = glm::pow( color, gamma );
}
*/
::glBufferSubData( GL_ARRAY_BUFFER, 0, colors.size() * sizeof( glm::vec3 ), colors.data() );
skydome.is_dirty() = false;
}
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
// render skydome to screen
void opengl_skydome::render() {
if( ( m_indexbuffer == (GLuint)-1 )
|| ( m_vertexbuffer == (GLuint)-1 )
|| ( m_coloursbuffer == (GLuint)-1 ) ) {
return;
}
// setup:
::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
// ...positions...
::glBindBuffer( GL_ARRAY_BUFFER, m_vertexbuffer );
::glVertexPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_VERTEX_ARRAY );
// ...colours...
::glBindBuffer( GL_ARRAY_BUFFER, m_coloursbuffer );
::glColorPointer( 3, GL_FLOAT, sizeof( glm::vec3 ), reinterpret_cast<void const*>( 0 ) );
::glEnableClientState( GL_COLOR_ARRAY );
// ...indices
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_indexbuffer );
// draw
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glDrawElements( GL_TRIANGLES, static_cast<GLsizei>( m_indexcount ), GL_UNSIGNED_SHORT, reinterpret_cast<void const*>( 0 ) );
// cleanup
::glPopClientAttrib();
::glBindBuffer( GL_ARRAY_BUFFER, 0 );
::glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}

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@@ -1,31 +0,0 @@
/*
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
class opengl_skydome {
public:
// constructors
opengl_skydome() = default;
// destructor
~opengl_skydome();
// methods
// updates data stores on the opengl end. NOTE: unbinds buffers
void update();
// draws the skydome
void render();
private:
// members
GLuint m_indexbuffer{ (GLuint)-1 }; // id of the buffer holding index data on the opengl end
std::size_t m_indexcount { 0 };
GLuint m_vertexbuffer{ (GLuint)-1 }; // id of the buffer holding vertex data on the opengl end
GLuint m_coloursbuffer{ (GLuint)-1 }; // id of the buffer holding colour data on the opengl end
};

View File

@@ -164,8 +164,6 @@ private:
// holds all particle emitters defined in the scene and updates their state // holds all particle emitters defined in the scene and updates their state
class particle_manager { class particle_manager {
friend opengl_renderer;
public: public:
// types // types
using source_sequence = std::vector<smoke_source>; using source_sequence = std::vector<smoke_source>;

View File

@@ -26,7 +26,6 @@ http://mozilla.org/MPL/2.0/.
#include "input/command.h" #include "input/command.h"
#include "utilities/utilities.h" #include "utilities/utilities.h"
class opengl_renderer;
class opengl33_renderer; class opengl33_renderer;
namespace scene { namespace scene {
@@ -96,7 +95,6 @@ struct terrain_block {
// TBD, TODO: replace with quadtree scheme? // TBD, TODO: replace with quadtree scheme?
class basic_cell { class basic_cell {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:
@@ -294,7 +292,6 @@ public:
// basic scene partitioning structure, holds terrain geometry and collection of cells // basic scene partitioning structure, holds terrain geometry and collection of cells
class basic_section { class basic_section {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:
@@ -418,7 +415,6 @@ public:
// top-level of scene spatial structure, holds collection of sections // top-level of scene spatial structure, holds collection of sections
class basic_region { class basic_region {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

View File

@@ -17,13 +17,11 @@ http://mozilla.org/MPL/2.0/.
#include "rendering/precipitation.h" #include "rendering/precipitation.h"
#include "audio/sound.h" #include "audio/sound.h"
class opengl_renderer;
class opengl33_renderer; class opengl33_renderer;
// wrapper for environment elements -- sky, sun, stars, clouds etc // wrapper for environment elements -- sky, sun, stars, clouds etc
class world_environment { class world_environment {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

View File

@@ -12,7 +12,6 @@ http://mozilla.org/MPL/2.0/.
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// Ra: zestaw klas do robienia wskaźników, aby uporządkować nagłówki // Ra: zestaw klas do robienia wskaźników, aby uporządkować nagłówki
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
class opengl_renderer;
class opengl33_renderer; class opengl33_renderer;
class TTrack; // odcinek trajektorii class TTrack; // odcinek trajektorii
class basic_event; class basic_event;

View File

@@ -283,7 +283,10 @@ bool global_settings::ConfigParseGraphics(cParser& Parser, const std::string& to
if (token == "usevbo") if (token == "usevbo")
{ {
ParseOne(Parser, bUseVBO); // only the removed legacy renderer had a non-VBO path; read and ignore so old eu07.ini files still load
bool usevbo{true};
ParseOne(Parser, usevbo);
WriteLog("eu07.ini: \"usevbo\" is no longer supported and was ignored");
return true; return true;
} }
@@ -323,8 +326,12 @@ bool global_settings::ConfigParseGraphics(cParser& Parser, const std::string& to
GfxRenderer = "experimental"; GfxRenderer = "experimental";
} }
BasicRenderer = GfxRenderer == "simple"; if (GfxRenderer != "default" && GfxRenderer != "experimental")
LegacyRenderer = !NvRenderer && GfxRenderer != "default"; {
// the legacy OpenGL 2.1 renderer ("legacy", "simple" and other values) was removed
WriteLog("eu07.ini: gfxrenderer \"" + GfxRenderer + "\" is no longer supported, using \"default\"");
GfxRenderer = "default";
}
return true; return true;
} }
@@ -1574,7 +1581,6 @@ global_settings::export_as_text( std::ostream &Output ) const {
export_as_text( Output, "defaultext", szDefaultExt ); export_as_text( Output, "defaultext", szDefaultExt );
export_as_text( Output, "newaircouplers", bnewAirCouplers ); export_as_text( Output, "newaircouplers", bnewAirCouplers );
export_as_text( Output, "anisotropicfiltering", AnisotropicFiltering ); export_as_text( Output, "anisotropicfiltering", AnisotropicFiltering );
export_as_text( Output, "usevbo", bUseVBO );
export_as_text( Output, "feedbackmode", iFeedbackMode ); export_as_text( Output, "feedbackmode", iFeedbackMode );
export_as_text( Output, "feedbackport", iFeedbackPort ); export_as_text( Output, "feedbackport", iFeedbackPort );
export_as_text( Output, "multiplayer", iMultiplayer ); export_as_text( Output, "multiplayer", iMultiplayer );

View File

@@ -153,9 +153,7 @@ struct global_settings {
int DynamicLightCount{ 7 }; int DynamicLightCount{ 7 };
bool ScaleSpecularValues{ true }; bool ScaleSpecularValues{ true };
std::string GfxRenderer{ "default" }; std::string GfxRenderer{ "default" };
bool LegacyRenderer{ false };
bool NvRenderer{ false }; bool NvRenderer{ false };
bool BasicRenderer{ false };
bool RenderShadows{ true }; bool RenderShadows{ true };
bool applicationQuitOrder{false}; bool applicationQuitOrder{false};
int RenderCabShadowsRange{ 0 }; int RenderCabShadowsRange{ 0 };
@@ -169,7 +167,6 @@ struct global_settings {
float range_instances{ 750.f }; float range_instances{ 750.f };
float range_vehicles{ 250.f }; float range_vehicles{ 250.f };
} reflectiontune; } reflectiontune;
bool bUseVBO{ true }; // czy jest VBO w karcie graficznej (czy użyć)
float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object float AnisotropicFiltering{ 8.f }; // requested level of anisotropic filtering. TODO: move it to renderer object
float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer float FieldOfView{ 45.f }; // vertical field of view for the camera. TODO: move it to the renderer
bool EditorOrtho{ false }; bool EditorOrtho{ false };

View File

@@ -188,7 +188,6 @@ struct material_data {
class TDynamicObject { // klasa pojazdu class TDynamicObject { // klasa pojazdu
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: public:

View File

@@ -151,7 +151,6 @@ private:
// trajektoria ruchu - opakowanie // trajektoria ruchu - opakowanie
class TTrack : public scene::basic_node class TTrack : public scene::basic_node
{ {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
// NOTE: temporary arrangement // NOTE: temporary arrangement
friend itemproperties_panel; friend itemproperties_panel;

View File

@@ -20,7 +20,6 @@ class TTractionPowerSource;
class TTraction : public scene::basic_node class TTraction : public scene::basic_node
{ {
friend opengl_renderer;
friend opengl33_renderer; friend opengl33_renderer;
public: // na razie public: // na razie