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https://github.com/MaSzyna-EU07/maszyna.git
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pch migration to modules [wip]
This commit is contained in:
551
rendering/opengl33renderer.cppm
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551
rendering/opengl33renderer.cppm
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module;
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include <array>
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#include <cstddef>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "utilities/Globals_macros.h"
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export module eu07.rendering.opengl33renderer;
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import eu07.gl.vao;
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import eu07.utilities.color;
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import eu07.glm;
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import eu07.global_include.interfaces.imaterial;
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import eu07.global_include.interfaces.itexture;
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import eu07.model.material;
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import eu07.model.texture;
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import eu07.rendering.geometrybank;
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import eu07.utilities.classes;
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import eu07.vehicle.camera;
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import eu07.utilities.globals;
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import eu07.rendering.renderer;
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import eu07.rendering.openglcamera;
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import eu07.rendering.opengl33light;
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import eu07.rendering.opengl33particles;
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import eu07.rendering.opengl33skydome;
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import eu07.rendering.opengl33precipitation;
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import eu07.simulation.simulationenvironment;
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import eu07.simcore;
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import eu07.rendering.lightarray;
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import eu07.vr.vr_interface;
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import eu07.gl.ubo;
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import eu07.gl.framebuffer;
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import eu07.gl.renderbuffer;
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import eu07.gl.postfx;
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import eu07.gl.shader;
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import eu07.gl.cubemap;
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import eu07.gl.glsl_common;
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import eu07.gl.pbo;
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import eu07.gl.query;
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export {
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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// bare-bones render controller, in lack of anything better yet
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class opengl33_renderer : public gfx_renderer {
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public:
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// constructors
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opengl33_renderer() = default;
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// destructor
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~opengl33_renderer() {}
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// methods
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bool
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Init( GLFWwindow *Window ) override;
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void
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Shutdown() override;
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bool
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AddViewport(const global_settings::extraviewport_config &conf) override;
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// main draw call. returns false on error
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bool
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Render() override;
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void
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SwapBuffers() override;
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inline
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float
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Framerate() override { return m_framerate; }
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// geometry methods
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// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
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// creates a new geometry bank. returns: handle to the bank or NULL
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gfx::geometrybank_handle
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Create_Bank() override;
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// creates a new indexed geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
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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;
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// creates a new geometry chunk of specified type from supplied data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometrybank_handle const &Geometry, int const Type) override;
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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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;
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// adds supplied vertex data at the end of specified chunk
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bool Append(gfx::vertex_array &Vertices, gfx::userdata_array &Userdata, gfx::geometry_handle const &Geometry, int const Type) override;
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// provides direct access to index data of specfied chunk
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gfx::index_array const &
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Indices( gfx::geometry_handle const &Geometry ) const override;
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// provides direct access to vertex data of specfied chunk
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gfx::vertex_array const &
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Vertices( gfx::geometry_handle const &Geometry ) const override;
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// provides direct access to vertex data of specfied chunk
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gfx::userdata_array const &
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UserData( gfx::geometry_handle const &Geometry ) const override;
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// material methods
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material_handle
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Fetch_Material( std::string const &Filename, bool const Loadnow = true ) override;
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void
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Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) override;
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IMaterial const *
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Material( material_handle const Material ) const override;
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// shader methods
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auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> override;
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// texture methods
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texture_handle
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Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) override;
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void
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Bind_Texture( texture_handle const Texture ) override;
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void
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Bind_Texture( std::size_t const Unit, texture_handle const Texture ) override;
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ITexture &
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Texture( texture_handle const Texture ) override;
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ITexture const &
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Texture( texture_handle const Texture ) const override;
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// utility methods
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void
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Pick_Control_Callback( std::function<void( TSubModel const *, const glm::vec2 )> Callback ) override;
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void
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Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) override;
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TSubModel const *
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Pick_Control() const override { return m_pickcontrolitem; }
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scene::basic_node const *
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Pick_Node() const override { return m_picksceneryitem; }
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glm::dvec3
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Mouse_Position() const override { return m_worldmousecoordinates; }
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glm::mat4
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Camera_View_Matrix() const override { return glm::mat4( glm::mat3( m_colorpass.pass_camera.modelview() ) ); }
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glm::mat4
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Camera_Projection_Matrix() const override { return m_colorpass.pass_camera.projection(); }
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glm::dvec3
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Camera_Position() const override { return m_colorpass.pass_camera.position(); }
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// maintenance methods
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void
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Update( double const Deltatime ) override;
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bool
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Debug_Ui_State(std::optional<bool>) override;
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void
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Update_Pick_Control() override;
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void
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Update_Pick_Node() override;
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glm::dvec3
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Update_Mouse_Position() override;
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// debug methods
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std::string const &
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info_times() const override;
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std::string const &
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info_stats() const override;
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void MakeScreenshot() override;
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opengl_material & Material( material_handle const Material );
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opengl_material const & Material( TSubModel const * Submodel ) const;
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// draws supplied geometry handles
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void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void Draw_Geometry(const gfx::geometrybank_handle &handle);
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// material methods
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void Bind_Material_Shadow(material_handle const Material);
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void Update_AnimModel(TAnimModel *model);
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// members
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GLenum static const sunlight{0};
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static std::unique_ptr<gfx_renderer> create_func();
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private:
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// types
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enum class rendermode
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{
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none,
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color,
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shadows,
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reflections,
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pickcontrols,
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pickscenery
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};
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struct debug_stats
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{
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int dynamics{0};
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int models{0};
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int submodels{0};
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int paths{0};
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int traction{0};
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int shapes{0};
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int lines{0};
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int particles{0};
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int drawcalls{0};
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int instanced_drawcalls{0}; // drawcalls issued via instanced render path (one per TModel3d batch)
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int instances{0}; // total instances drawn via instanced render path
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int triangles{0};
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debug_stats& operator+=( const debug_stats& Right ) {
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dynamics += Right.dynamics;
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models += Right.models;
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submodels += Right.submodels;
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paths += Right.paths;
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traction += Right.traction;
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shapes += Right.shapes;
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lines += Right.lines;
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particles += Right.particles;
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drawcalls += Right.drawcalls;
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instanced_drawcalls += Right.instanced_drawcalls;
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instances += Right.instances;
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return *this; }
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};
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using section_sequence = std::vector<scene::basic_section *>;
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using distancecell_pair = std::pair<double, scene::basic_cell *>;
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using cell_sequence = std::vector<distancecell_pair>;
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struct renderpass_config
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{
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opengl_camera pass_camera;
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opengl_camera viewport_camera;
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rendermode draw_mode{rendermode::none};
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float draw_range{0.0f};
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debug_stats draw_stats;
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};
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struct viewport_config {
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int width;
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int height;
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float draw_range;
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bool main = false;
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GLFWwindow *window = nullptr; // ogl window context
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bool real_window = true; // whether we need to blit onto GLFWwindow surface
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bool custom_backbuffer = false; // whether we want to render to our offscreen LDR backbuffer (pipeline required)
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bool shadow = false; // include this viewport area in shadowmap
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enum vp_type {
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normal,
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custom,
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vr_left,
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vr_right
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} proj_type;
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viewport_proj_config projection;
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// main msaa render target for pipeline mode
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std::unique_ptr<gl::framebuffer> msaa_fb;
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std::unique_ptr<gl::renderbuffer> msaa_rbc;
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std::unique_ptr<gl::renderbuffer> msaa_rbv;
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std::unique_ptr<gl::renderbuffer> msaa_rbd;
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// msaa resolve buffer (when using motion blur)
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std::unique_ptr<gl::framebuffer> main_fb;
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std::unique_ptr<opengl_texture> main_texv;
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std::unique_ptr<opengl_texture> main_texd;
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std::unique_ptr<opengl_texture> main_tex;
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// final HDR buffer (also serving as msaa resolve buffer when not using motion blur)
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std::unique_ptr<gl::framebuffer> main2_fb;
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std::unique_ptr<opengl_texture> main2_tex;
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// ssao
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std::unique_ptr<opengl_texture> ssao_tex;
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std::unique_ptr<opengl_texture> ssao_blur_tex;
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std::unique_ptr<gl::framebuffer> ssao_fb;
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std::unique_ptr<gl::framebuffer> ssao_blur_fb;
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// LDR backbuffer for offscreen rendering
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std::unique_ptr<gl::framebuffer> backbuffer_fb;
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std::unique_ptr<opengl_texture> backbuffer_tex;
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bool initialized = false;
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};
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viewport_config *m_current_viewport = nullptr;
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typedef std::vector<opengl33_light> opengllight_array;
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// methods
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std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
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bool Init_caps();
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void setup_pass(viewport_config &Viewport, renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
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void setup_matrices();
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void setup_drawing(bool const Alpha = false);
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void setup_shadow_unbind_map();
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void setup_shadow_bind_map();
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void setup_shadow_color( glm::vec4 const &Shadowcolor );
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void setup_env_map(gl::cubemap *tex);
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void setup_environment_light(TEnvironmentType const Environment = e_flat);
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void setup_sunlight_intensity( float const Factor = 1.f);
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// runs jobs needed to generate graphics for specified render pass
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void Render_pass(viewport_config &vp, rendermode const Mode);
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// creates dynamic environment cubemap
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bool Render_reflections(viewport_config &vp);
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bool Render(world_environment *Environment);
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void Render(scene::basic_region *Region);
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void Render(section_sequence::iterator First, section_sequence::iterator Last);
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void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
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void Render(scene::shape_node const &Shape, bool const Ignorerange);
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void Render(TAnimModel *Instance);
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// batched render path for many TAnimModel instances that share the same TModel3d.
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// Caller guarantees every instance has m_instanceable == true (no per-instance lights,
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// no submodel animation, no replacable skins). Each call counts as one
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// instanced_drawcall in draw_stats and contributes Instances.size() to the
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// instances counter. Instances are still individually frustum/distance culled.
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void Render_Instanced( TModel3d *Model, std::vector<TAnimModel *> const &Instances );
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bool Render(TDynamicObject *Dynamic);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
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void Render(TSubModel *Submodel);
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void Render(TTrack *Track);
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void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
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// renders the per-track sleeper instances (TTrack::m_sleeper_local_transforms) via GPU instancing.
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// caller must already have the camera-relative world-space transform set on the matrix stack.
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// no-op if the track has no sleepermodel, Global.SleeperDistance is 0, or the camera is beyond
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// Global.SleeperDistance from the track origin.
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void Render_Sleepers( TTrack *Track );
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bool Render_cab(TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false);
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bool Render_interior( bool const Alpha = false );
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bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
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bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
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void Render(TMemCell *Memcell);
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void Render_particles();
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void Render_precipitation();
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void Render_vr_models();
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void Render_Alpha(scene::basic_region *Region);
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void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
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void Render_Alpha(TAnimModel *Instance);
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void Render_Alpha(TTraction *Traction);
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void Render_Alpha(scene::lines_node const &Lines);
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bool Render_Alpha(TDynamicObject *Dynamic);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &Angle);
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bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
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void Render_Alpha(TSubModel *Submodel);
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void Update_Lights(light_array &Lights);
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glm::vec3 pick_color(std::size_t const Index);
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std::size_t pick_index(glm::ivec3 const &Color);
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bool init_viewport(viewport_config &vp);
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void draw(const gfx::geometry_handle &handle);
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void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
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void draw_debug_ui();
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// members
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GLFWwindow *m_window{nullptr}; // main window
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gfx::geometrybank_manager m_geometry;
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material_manager m_materials;
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texture_manager m_textures;
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opengl33_light m_sunlight;
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opengllight_array m_lights;
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||||
/*
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float m_sunandviewangle; // cached dot product of sunlight and camera vectors
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*/
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||||
gfx::geometry_handle m_billboardgeometry{0, 0};
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||||
texture_handle m_glaretexture{-1};
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texture_handle m_suntexture{-1};
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||||
texture_handle m_moontexture{-1};
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||||
texture_handle m_smoketexture{-1};
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||||
texture_handle m_headlightstexture{-1};
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||||
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||||
// main shadowmap resources
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int m_shadowbuffersize{2048};
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glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
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||||
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||||
int m_environmentcubetextureface{0}; // helper, currently processed cube map face
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||||
double m_environmentupdatetime{0}; // time of the most recent environment map update
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||||
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
|
||||
opengl33_skydome m_skydomerenderer;
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||||
opengl33_precipitation m_precipitationrenderer;
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||||
opengl33_particles m_particlerenderer; // particle visualization subsystem
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||||
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||||
unsigned int m_framestamp; // id of currently rendered gfx frame
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float m_framerate;
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double m_updateaccumulator{0.0};
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||||
std::string m_debugtimestext;
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||||
std::string m_pickdebuginfo;
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||||
//debug_stats m_debugstats;
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||||
std::string m_debugstatstext;
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||||
struct simulation_state {
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||||
std::string weather;
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||||
std::string season;
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||||
} m_simulationstate;
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||||
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||||
glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f};
|
||||
glm::vec4 m_shadowcolor{colors::shadow};
|
||||
// TEnvironmentType m_environment { e_flat };
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||||
float m_specularopaquescalefactor{1.f};
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||||
float m_speculartranslucentscalefactor{1.f};
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||||
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||||
float m_fogrange = 2000.0f;
|
||||
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||||
renderpass_config m_renderpass; // parameters for current render pass
|
||||
section_sequence m_sectionqueue; // list of sections in current render pass
|
||||
cell_sequence m_cellqueue;
|
||||
// frame-level accumulation of per-cell opaque instance buckets. Each visited
|
||||
// cell's buckets are merged here keyed by (TModel3d*, skins), so that
|
||||
// Render_Instanced() runs once per unique model across the whole pass instead
|
||||
// of once per cell -- collapsing many tiny instanced draws into a few large
|
||||
// batches. Reused every pass; cleared at the top of Render(scene::basic_region*).
|
||||
scene::basic_cell::instance_bucket_map m_frame_instance_buckets;
|
||||
renderpass_config m_colorpass; // parametrs of most recent color pass
|
||||
std::array<renderpass_config, 3> m_shadowpass; // parametrs of most recent shadowmap pass for each of csm stages
|
||||
std::vector<TSubModel const *> m_pickcontrolsitems;
|
||||
std::vector<TSubModel const *> m_picksurfaceitems;
|
||||
TSubModel const *m_pickcontrolitem{nullptr};
|
||||
std::vector<scene::basic_node *> m_picksceneryitems;
|
||||
scene::basic_node *m_picksceneryitem{nullptr};
|
||||
glm::vec3 m_worldmousecoordinates { 0.f };
|
||||
#ifdef EU07_USE_DEBUG_CAMERA
|
||||
renderpass_config m_worldcamera; // debug item
|
||||
#endif
|
||||
|
||||
std::optional<gl::query> m_timequery;
|
||||
GLuint64 m_gllasttime = 0;
|
||||
|
||||
double m_precipitationrotation;
|
||||
|
||||
glm::mat4 perspective_projection_raw(float fovy, float aspect, float znear, float zfar);
|
||||
glm::mat4 perspective_projection(const viewport_proj_config &c, float n, float f, glm::mat4 &frustum);
|
||||
glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
|
||||
glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
|
||||
|
||||
std::vector<std::function<void(TSubModel const *, glm::vec2)>> m_control_pick_requests;
|
||||
std::vector<std::function<void(scene::basic_node *)>> m_node_pick_requests;
|
||||
|
||||
std::unique_ptr<gl::shader> m_vertex_shader;
|
||||
|
||||
std::unique_ptr<gl::ubo> scene_ubo;
|
||||
std::unique_ptr<gl::ubo> model_ubo;
|
||||
std::unique_ptr<gl::ubo> light_ubo;
|
||||
// per-instance modelview UBO for GPU-instanced draws.
|
||||
// Slot 0 is initialized once to identity and never overwritten by non-instanced
|
||||
// rendering, so existing draws (where gl_InstanceID==0) compute identity*modelview
|
||||
// in the vertex shader and behave exactly as before. Render_Instanced uploads
|
||||
// per-instance camera-space root matrices to slots 0..N-1, calls glDrawElementsInstanced*,
|
||||
// then restores slot 0 to identity for subsequent non-instanced draws.
|
||||
std::unique_ptr<gl::ubo> instance_ubo;
|
||||
// when > 0, the renderer is inside a Render_Instanced() call. The draw(handle)
|
||||
// method routes to glDrawElementsInstanced* with this many instances rather
|
||||
// than a single regular draw. The vertex shader reads per-instance modelview
|
||||
// from instance_ubo[gl_InstanceID]. Reset to 0 by Render_Instanced() on exit.
|
||||
std::size_t m_current_instance_count { 0 };
|
||||
// persistent scratch buffer for Render_Instanced(): holds the per-instance
|
||||
// camera-space root modelview matrices for the batch currently being built.
|
||||
// Kept as a member rather than a function-local so its heap allocation is
|
||||
// reused across calls -- clear() retains capacity, so once it has grown to
|
||||
// the largest batch seen, steady-state frames perform no allocation here.
|
||||
std::vector<glm::mat4> m_instance_modelviews;
|
||||
gl::scene_ubs scene_ubs;
|
||||
gl::model_ubs model_ubs;
|
||||
gl::light_ubs light_ubs;
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
|
||||
|
||||
std::unique_ptr<gl::program> m_line_shader;
|
||||
std::unique_ptr<gl::program> m_freespot_shader;
|
||||
std::unique_ptr<gl::program> m_billboard_shader;
|
||||
std::unique_ptr<gl::program> m_celestial_shader;
|
||||
std::unique_ptr<gl::program> m_hiddenarea_shader;
|
||||
std::unique_ptr<gl::program> m_copy_shader;
|
||||
|
||||
std::unique_ptr<gl::vao> m_empty_vao;
|
||||
|
||||
std::vector<std::unique_ptr<viewport_config>> m_viewports;
|
||||
|
||||
std::unique_ptr<gl::postfx> m_pfx_motionblur;
|
||||
std::unique_ptr<gl::postfx> m_pfx_tonemapping;
|
||||
std::unique_ptr<gl::postfx> m_pfx_chromaticaberration;
|
||||
|
||||
// postfx ssao
|
||||
std::unique_ptr<gl::postfx> m_pfx_ssao;
|
||||
std::unique_ptr<gl::postfx> m_pfx_ssao_blur;
|
||||
std::unique_ptr<gl::postfx> m_pfx_ssao_apply;
|
||||
std::unique_ptr<opengl_texture> m_ssao_noise_tex;
|
||||
glm::vec3 m_ssao_kernel[32];
|
||||
|
||||
std::unique_ptr<gl::program> m_shadow_shader;
|
||||
std::unique_ptr<gl::program> m_alpha_shadow_shader;
|
||||
|
||||
std::unique_ptr<gl::framebuffer> m_pick_fb;
|
||||
std::unique_ptr<opengl_texture> m_pick_tex;
|
||||
std::unique_ptr<gl::renderbuffer> m_pick_rb;
|
||||
std::unique_ptr<gl::program> m_pick_surface_shader;
|
||||
std::unique_ptr<gl::program> m_pick_shader;
|
||||
|
||||
std::unique_ptr<gl::cubemap> m_empty_cubemap;
|
||||
|
||||
std::unique_ptr<gl::framebuffer> m_env_fb;
|
||||
std::unique_ptr<gl::renderbuffer> m_env_rb;
|
||||
std::unique_ptr<gl::cubemap> m_env_tex;
|
||||
|
||||
std::unique_ptr<gl::framebuffer> m_shadow_fb;
|
||||
std::unique_ptr<opengl_texture> m_shadow_tex;
|
||||
|
||||
std::unique_ptr<gl::pbo> m_picking_pbo;
|
||||
std::unique_ptr<gl::pbo> m_picking_node_pbo;
|
||||
|
||||
std::unique_ptr<gl::pbo> m_depth_pointer_pbo;
|
||||
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb;
|
||||
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb2;
|
||||
std::unique_ptr<gl::renderbuffer> m_depth_pointer_rb;
|
||||
std::unique_ptr<opengl_texture> m_depth_pointer_tex;
|
||||
std::unique_ptr<gl::program> m_depth_pointer_shader;
|
||||
|
||||
material_handle m_invalid_material;
|
||||
|
||||
bool m_blendingenabled;
|
||||
|
||||
bool m_widelines_supported;
|
||||
|
||||
struct headlight_config_s
|
||||
{
|
||||
float in_cutoff = 1.005f;
|
||||
float out_cutoff = 0.993f;
|
||||
|
||||
float falloff_linear = 0.15f;
|
||||
float falloff_quadratic = 0.15f;
|
||||
|
||||
float intensity = 1.0f;
|
||||
float ambient = 0.0f;
|
||||
};
|
||||
|
||||
headlight_config_s headlight_config;
|
||||
|
||||
std::unique_ptr<vr_interface> vr;
|
||||
bool debug_ui_active = false;
|
||||
|
||||
static bool renderer_register;
|
||||
|
||||
class opengl33_imgui_renderer : public imgui_renderer
|
||||
{
|
||||
virtual bool Init() override;
|
||||
virtual void Shutdown() override;
|
||||
virtual void BeginFrame() override;
|
||||
virtual void Render() override;
|
||||
} m_imgui_renderer;
|
||||
|
||||
virtual imgui_renderer* GetImguiRenderer() override {
|
||||
return &m_imgui_renderer;
|
||||
}
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
} // export
|
||||
Reference in New Issue
Block a user