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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 00:09:19 +02:00

merge (with bugs)

This commit is contained in:
VB
2017-04-24 19:08:08 +02:00
53 changed files with 2340 additions and 2233 deletions

575
World.cpp
View File

@@ -43,11 +43,148 @@ std::shared_ptr<ui_panel> UIHeader = std::make_shared<ui_panel>( 20, 20 ); // he
std::shared_ptr<ui_panel> UITable = std::make_shared<ui_panel>( 20, 100 ); // schedule or scan table
std::shared_ptr<ui_panel> UITranscripts = std::make_shared<ui_panel>( 85, 600 ); // voice transcripts
namespace Simulation {
simulation_time Time;
}
extern "C"
{
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window); //m7todo: potrzebne do directsound
}
void
simulation_time::init() {
char monthdaycounts[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 } };
::memcpy( m_monthdaycounts, monthdaycounts, sizeof( monthdaycounts ) );
// cache requested elements, if any
WORD const requestedhour = m_time.wHour;
WORD const requestedminute = m_time.wMinute;
::GetLocalTime( &m_time );
if( Global::fMoveLight > 0.0 ) {
// day and month of the year can be overriden by scenario setup
daymonth( m_time.wDay, m_time.wMonth, m_time.wYear, static_cast<WORD>( Global::fMoveLight ) );
}
if( requestedhour != (WORD)-1 ) { m_time.wHour = clamp( requestedhour, static_cast<WORD>( 0 ), static_cast<WORD>( 23 ) ); }
if( requestedminute != (WORD)-1 ) { m_time.wMinute = clamp( requestedminute, static_cast<WORD>( 0 ), static_cast<WORD>( 59 ) ); }
// if the time is taken from the local clock leave the seconds intact, otherwise set them to zero
if( ( requestedhour != (WORD)-1 ) || ( requestedminute != (WORD)-1 ) ) {
m_time.wSecond = 0;
}
m_yearday = yearday( m_time.wDay, m_time.wMonth, m_time.wYear );
}
void
simulation_time::update( double const Deltatime ) {
// use large enough buffer to hold long time skips
auto milliseconds = m_time.wMilliseconds + static_cast<size_t>(std::floor( 1000.0 * Deltatime ));
while( milliseconds >= 1000.0 ) {
++m_time.wSecond;
milliseconds -= 1000;
}
m_time.wMilliseconds = (WORD)milliseconds;
while( m_time.wSecond >= 60 ) {
++m_time.wMinute;
m_time.wSecond -= 60;
}
while( m_time.wMinute >= 60 ) {
++m_time.wHour;
m_time.wMinute -= 60;
}
while( m_time.wHour >= 24 ) {
++m_time.wDay;
++m_time.wDayOfWeek;
if( m_time.wDayOfWeek >= 7 ) {
m_time.wDayOfWeek -= 7;
}
m_time.wHour -= 24;
}
int leap = ( m_time.wYear % 4 == 0 ) && ( m_time.wYear % 100 != 0 ) || ( m_time.wYear % 400 == 0 );
while( m_time.wDay > m_monthdaycounts[ leap ][ m_time.wMonth ] ) {
m_time.wDay -= m_monthdaycounts[ leap ][ m_time.wMonth ];
++m_time.wMonth;
// unlikely but we might've entered a new year
if( m_time.wMonth > 12 ) {
++m_time.wYear;
leap = ( m_time.wYear % 4 == 0 ) && ( m_time.wYear % 100 != 0 ) || ( m_time.wYear % 400 == 0 );
m_time.wMonth -= 12;
}
}
}
int
simulation_time::yearday( int Day, const int Month, const int Year ) {
char daytab[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
};
int i, leap;
leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 );
for( i = 1; i < Month; ++i )
Day += daytab[ leap ][ i ];
return Day;
}
void
simulation_time::daymonth( WORD &Day, WORD &Month, WORD const Year, WORD const Yearday ) {
WORD daytab[ 2 ][ 13 ] = {
{ 0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334, 365 },
{ 0, 31, 60, 91, 121, 152, 182, 213, 244, 274, 305, 335, 366 }
};
int leap = ( Year % 4 == 0 ) && ( Year % 100 != 0 ) || ( Year % 400 == 0 );
WORD idx = 1;
while( ( idx < 13 ) && ( Yearday >= daytab[ leap ][ idx ] ) ) {
++idx;
}
Month = idx;
Day = Yearday - daytab[ leap ][ idx - 1 ];
}
int
simulation_time::julian_day() const {
int yy = ( m_time.wYear < 0 ? m_time.wYear + 1 : m_time.wYear ) - std::floor( ( 12 - m_time.wMonth ) / 10.f );
int mm = m_time.wMonth + 9;
if( mm >= 12 ) { mm -= 12; }
int K1 = std::floor( 365.25 * ( yy + 4712 ) );
int K2 = std::floor( 30.6 * mm + 0.5 );
// for dates in Julian calendar
int JD = K1 + K2 + m_time.wDay + 59;
// for dates in Gregorian calendar; 2299160 is October 15th, 1582
const int gregorianswitchday = 2299160;
if( JD > gregorianswitchday ) {
int K3 = std::floor( std::floor( ( yy * 0.01 ) + 49 ) * 0.75 ) - 38;
JD -= K3;
}
return JD;
}
TWorld::TWorld()
{
// randomize();
@@ -58,9 +195,6 @@ TWorld::TWorld()
KeyEvents[i] = NULL; // eventy wyzwalane klawiszami cyfrowymi
Global::iSlowMotion = 0;
// Global::changeDynObj=NULL;
OutText1 = ""; // teksty wyświetlane na ekranie
OutText2 = "";
OutText3 = "";
pDynamicNearest = NULL;
fTimeBuffer = 0.0; // bufor czasu aktualizacji dla stałego kroku fizyki
fMaxDt = 0.01; //[s] początkowy krok czasowy fizyki
@@ -153,7 +287,6 @@ bool TWorld::Init( GLFWwindow *Window ) {
Global::pCamera = &Camera; // Ra: wskaźnik potrzebny do likwidacji drgań
WriteLog("\nStarting MaSzyna rail vehicle simulator.");
WriteLog(Global::asVersion);
WriteLog("Online documentation and additional files on http://eu07.pl");
WriteLog("Authors: Marcin_EU, McZapkie, ABu, Winger, Tolaris, nbmx, OLO_EU, Bart, Quark-t, "
"ShaXbee, Oli_EU, youBy, KURS90, Ra, hunter, szociu, Stele, Q, firleju and others\n");
@@ -180,6 +313,8 @@ bool TWorld::Init( GLFWwindow *Window ) {
glfwSetWindowTitle( window, ( Global::AppName + " (" + Global::SceneryFile + ")" ).c_str() ); // nazwa scenerii
Simulation::Time.init();
Environment.init();
Camera.Init(Global::FreeCameraInit[0], Global::FreeCameraInitAngle[0]);
@@ -270,14 +405,55 @@ bool TWorld::Init( GLFWwindow *Window ) {
};
void TWorld::OnKeyDown(int cKey)
{ //(cKey) to kod klawisza, cyfrowe i literowe się zgadzają
// Ra 2014-09: tu by można dodać tabelę konwersji: 256 wirtualnych kodów w kontekście dwóch
// przełączników [Shift] i [Ctrl]
// na każdy kod wirtualny niech przypadają 4 bajty: 2 dla naciśnięcia i 2 dla zwolnienia
// powtórzone 256 razy da 1kB na każdy stan przełączników, łącznie będzie 4kB pierwszej tabeli
// przekodowania
//m7todo: printowanie klawiszy?
if (cKey >= '0' && cKey <= '9')
{
// dump keypress info in the log
if( !Global::iPause ) {
// podczas pauzy klawisze nie działają
std::string keyinfo;
auto keyname = glfwGetKeyName( cKey, 0 );
if( keyname != nullptr ) {
keyinfo += std::string( keyname );
}
else {
switch( cKey ) {
case GLFW_KEY_SPACE: { keyinfo += "Space"; break; }
case GLFW_KEY_ENTER: { keyinfo += "Enter"; break; }
case GLFW_KEY_ESCAPE: { keyinfo += "Esc"; break; }
case GLFW_KEY_TAB: { keyinfo += "Tab"; break; }
case GLFW_KEY_INSERT: { keyinfo += "Insert"; break; }
case GLFW_KEY_DELETE: { keyinfo += "Delete"; break; }
case GLFW_KEY_HOME: { keyinfo += "Home"; break; }
case GLFW_KEY_END: { keyinfo += "End"; break; }
case GLFW_KEY_F1: { keyinfo += "F1"; break; }
case GLFW_KEY_F2: { keyinfo += "F2"; break; }
case GLFW_KEY_F3: { keyinfo += "F3"; break; }
case GLFW_KEY_F4: { keyinfo += "F4"; break; }
case GLFW_KEY_F5: { keyinfo += "F5"; break; }
case GLFW_KEY_F6: { keyinfo += "F6"; break; }
case GLFW_KEY_F7: { keyinfo += "F7"; break; }
case GLFW_KEY_F8: { keyinfo += "F8"; break; }
case GLFW_KEY_F9: { keyinfo += "F9"; break; }
case GLFW_KEY_F10: { keyinfo += "F10"; break; }
case GLFW_KEY_F11: { keyinfo += "F11"; break; }
case GLFW_KEY_F12: { keyinfo += "F12"; break; }
}
}
if( keyinfo.empty() == false ) {
std::string keymodifiers;
if( Global::shiftState )
keymodifiers += "[Shift]+";
if( Global::ctrlState )
keymodifiers += "[Ctrl]+";
WriteLog( "Key pressed: " + keymodifiers + "[" + keyinfo + "]" );
}
}
// actual key processing
// TODO: redo the input system
if( ( cKey >= GLFW_KEY_0 ) && ( cKey <= GLFW_KEY_9 ) ) // klawisze cyfrowe
{
int i = cKey - '0'; // numer klawisza
if (Global::shiftState)
@@ -330,11 +506,11 @@ void TWorld::OnKeyDown(int cKey)
// additional time speedup keys in debug mode
if (Global::ctrlState) {
// ctrl-f3
GlobalTime->UpdateMTableTime( 20.0 * 60.0 );
Simulation::Time.update( 20.0 * 60.0 );
}
else if (Global::shiftState) {
// shift-f3
GlobalTime->UpdateMTableTime( 5.0 * 60.0 );
Simulation::Time.update( 5.0 * 60.0 );
}
}
if( (!Global::ctrlState)
@@ -774,20 +950,19 @@ bool TWorld::Update()
if( (Global::iPause == false)
|| (m_init == false) )
{ // jak pauza, to nie ma po co tego przeliczać
GlobalTime->UpdateMTableTime(Timer::GetDeltaTime()); // McZapkie-300302: czas rozkladowy
// Ra 2014-07: przeliczenie kąta czasu (do animacji zależnych od czasu)
Global::fTimeAngleDeg =
GlobalTime->hh * 15.0 + GlobalTime->mm * 0.25 + GlobalTime->mr / 240.0;
Global::fClockAngleDeg[0] = 36.0 * (int(GlobalTime->mr) % 10); // jednostki sekund
Global::fClockAngleDeg[1] = 36.0 * (int(GlobalTime->mr) / 10); // dziesiątki sekund
Global::fClockAngleDeg[2] = 36.0 * (GlobalTime->mm % 10); // jednostki minut
Global::fClockAngleDeg[3] = 36.0 * (GlobalTime->mm / 10); // dziesiątki minut
Global::fClockAngleDeg[4] = 36.0 * (GlobalTime->hh % 10); // jednostki godzin
Global::fClockAngleDeg[5] = 36.0 * (GlobalTime->hh / 10); // dziesiątki godzin
Simulation::Time.update( Timer::GetDeltaTime() );
auto const &time = Simulation::Time.data();
Global::fTimeAngleDeg = time.wHour * 15.0 + time.wMinute * 0.25 + ( ( time.wSecond + 0.001 * time.wMilliseconds ) / 240.0 );
Global::fClockAngleDeg[ 0 ] = 36.0 * ( time.wSecond % 10 ); // jednostki sekund
Global::fClockAngleDeg[ 1 ] = 36.0 * ( time.wSecond / 10 ); // dziesiątki sekund
Global::fClockAngleDeg[ 2 ] = 36.0 * ( time.wMinute % 10 ); // jednostki minut
Global::fClockAngleDeg[ 3 ] = 36.0 * ( time.wMinute / 10 ); // dziesiątki minut
Global::fClockAngleDeg[ 4 ] = 36.0 * ( time.wHour % 10 ); // jednostki godzin
Global::fClockAngleDeg[ 5 ] = 36.0 * ( time.wHour / 10 ); // dziesiątki godzin
Update_Environment();
} // koniec działań niewykonywanych podczas pauzy
// poprzednie jakoś tam działało
// fixed step, simulation time based updates
@@ -1173,7 +1348,6 @@ TWorld::Render_Cab() {
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
return;
}
/*
// ABu: Rendering kabiny jako ostatniej, zeby bylo widac przez szyby, tylko w widoku ze srodka
if( ( Train->Dynamic()->mdKabina != Train->Dynamic()->mdModel ) &&
@@ -1407,21 +1581,21 @@ TWorld::Render_Cab() {
}
#endif
#ifdef EU07_USE_OLD_RENDERCODE
if( Global::bUseVBO ) {
// renderowanie z użyciem VBO. NOTE: needs update, and eventual merge into single render path down the road
dynamic->mdKabina->RaRender( 0.0, dynamic->Material()->replacable_skins, dynamic->Material()->textures_alpha );
dynamic->mdKabina->RaRenderAlpha( 0.0, dynamic->Material()->replacable_skins, dynamic->Material()->textures_alpha );
}
else {
// renderowanie z Display List
#ifdef EU07_USE_OLD_RENDERCODE
// renderowanie z Display List
dynamic->mdKabina->Render( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
dynamic->mdKabina->RenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
#else
GfxRenderer.Render( dynamic->mdKabina, dynamic->Material(), 0.0 );
GfxRenderer.Render_Alpha( dynamic->mdKabina, dynamic->Material(), 0.0 );
#endif
}
#else
GfxRenderer.Render( dynamic->mdKabina, dynamic->Material(), 0.0 );
GfxRenderer.Render_Alpha( dynamic->mdKabina, dynamic->Material(), 0.0 );
#endif
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// przywrócenie standardowych, bo zawsze są zmieniane
glLightfv( GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight );
@@ -1445,20 +1619,21 @@ TWorld::Render_Cab() {
void
TWorld::Update_UI() {
OutText1 = OutText2 = OutText3 = OutText4 = "";
UITable->text_lines.clear();
std::string uitextline1, uitextline2, uitextline3, uitextline4;
switch( Global::iTextMode ) {
case( GLFW_KEY_F1 ) : {
// f1, default mode: current time and timetable excerpt
OutText1 =
auto const &time = Simulation::Time.data();
uitextline1 =
"Time: "
+ to_string( (int)GlobalTime->hh ) + ":"
+ ( GlobalTime->mm < 10 ? "0" : "" ) + to_string( GlobalTime->mm ) + ":"
+ ( GlobalTime->mr < 10 ? "0" : "" ) + to_string( std::floor( GlobalTime->mr ) );
+ to_string( time.wHour ) + ":"
+ ( time.wMinute < 10 ? "0" : "" ) + to_string( time.wMinute ) + ":"
+ ( time.wSecond < 10 ? "0" : "" ) + to_string( time.wSecond );
if( Global::iPause ) {
OutText1 += " (paused)";
uitextline1 += " (paused)";
}
if( Controlled && ( Controlled->Mechanik != nullptr ) ) {
@@ -1466,21 +1641,21 @@ TWorld::Update_UI() {
auto const &mover = Controlled->MoverParameters;
auto const &driver = Controlled->Mechanik;
OutText2 = "Throttle: " + to_string( driver->Controlling()->MainCtrlPos, 0, 2 ) + "+" + std::to_string( driver->Controlling()->ScndCtrlPos );
if( mover->ActiveDir > 0 ) { OutText2 += " D"; }
else if( mover->ActiveDir < 0 ) { OutText2 += " R"; }
else { OutText2 += " N"; }
uitextline2 = "Throttle: " + to_string( driver->Controlling()->MainCtrlPos, 0, 2 ) + "+" + std::to_string( driver->Controlling()->ScndCtrlPos );
if( mover->ActiveDir > 0 ) { uitextline2 += " D"; }
else if( mover->ActiveDir < 0 ) { uitextline2 += " R"; }
else { uitextline2 += " N"; }
OutText3 = "Brakes:" + to_string( mover->fBrakeCtrlPos, 1, 5 ) + "+" + std::to_string( mover->LocalBrakePos );
uitextline3 = "Brakes:" + to_string( mover->fBrakeCtrlPos, 1, 5 ) + "+" + std::to_string( mover->LocalBrakePos );
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] == 1 ) {
// detail mode on second key press
OutText2 +=
uitextline2 +=
" Speed: " + std::to_string( static_cast<int>( std::floor( mover->Vel ) ) ) + " km/h"
+ " (limit: " + std::to_string( static_cast<int>( std::floor( driver->VelDesired ) ) ) + " km/h"
+ ", next limit: " + std::to_string( static_cast<int>( std::floor( Controlled->Mechanik->VelNext ) ) ) + " km/h"
+ " in " + to_string( Controlled->Mechanik->ActualProximityDist * 0.001, 1 ) + " km)";
OutText3 +=
uitextline3 +=
" Pressure: " + to_string( mover->BrakePress * 100.0, 2 ) + " kPa"
+ " (train pipe: " + to_string( mover->PipePress * 100.0, 2 ) + " kPa)";
}
@@ -1502,21 +1677,22 @@ TWorld::Update_UI() {
auto const table = tmp->Mechanik->Timetable();
if( table == nullptr ) { break; }
OutText1 =
auto const &time = Simulation::Time.data();
uitextline1 =
"Time: "
+ to_string( (int)GlobalTime->hh ) + ":"
+ ( GlobalTime->mm < 10 ? "0" : "" ) + to_string( GlobalTime->mm ) + ":"
+ ( GlobalTime->mr < 10 ? "0" : "" ) + to_string( std::floor( GlobalTime->mr ) );
+ to_string( time.wHour ) + ":"
+ ( time.wMinute < 10 ? "0" : "" ) + to_string( time.wMinute ) + ":"
+ ( time.wSecond < 10 ? "0" : "" ) + to_string( time.wSecond );
if( Global::iPause ) {
OutText1 += " (paused)";
uitextline1 += " (paused)";
}
if( Controlled
&& Controlled->Mechanik ) {
OutText2 = Global::Bezogonkow( Controlled->Mechanik->Relation(), true ) + " (" + tmp->Mechanik->Timetable()->TrainName + ")";
if( !OutText2.empty() ) {
uitextline2 = Global::Bezogonkow( Controlled->Mechanik->Relation(), true ) + " (" + tmp->Mechanik->Timetable()->TrainName + ")";
if( !uitextline2.empty() ) {
// jeśli jest podana relacja, to dodajemy punkt następnego zatrzymania
OutText3 = " -> " + Global::Bezogonkow( Controlled->Mechanik->NextStop(), true );
uitextline3 = " -> " + Global::Bezogonkow( Controlled->Mechanik->NextStop(), true );
}
}
@@ -1575,69 +1751,69 @@ TWorld::Update_UI() {
if( tmp != nullptr ) {
//
// jeśli domyślny ekran po pierwszym naciśnięciu
OutText1 = "Vehicle name: " + tmp->MoverParameters->Name;
uitextline1 = "Vehicle name: " + tmp->MoverParameters->Name;
if( ( tmp->Mechanik == nullptr ) && ( tmp->ctOwner ) ) {
// for cars other than leading unit indicate the leader
OutText1 += ", owned by " + tmp->ctOwner->OwnerName();
uitextline1 += ", owned by " + tmp->ctOwner->OwnerName();
}
// informacja o sprzęgach
OutText1 +=
uitextline1 +=
" C0:" +
( tmp->PrevConnected ?
tmp->PrevConnected->GetName() + ":" + to_string( tmp->MoverParameters->Couplers[ 0 ].CouplingFlag ) :
"none" );
OutText1 +=
uitextline1 +=
" C1:" +
( tmp->NextConnected ?
tmp->NextConnected->GetName() + ":" + to_string( tmp->MoverParameters->Couplers[ 1 ].CouplingFlag ) :
"none" );
OutText2 = "Damage status: " + tmp->MoverParameters->EngineDescription( 0 );
uitextline2 = "Damage status: " + tmp->MoverParameters->EngineDescription( 0 );
OutText2 += "; Brake delay: ";
uitextline2 += "; Brake delay: ";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_G ) == bdelay_G )
OutText2 += "G";
uitextline2 += "G";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_P ) == bdelay_P )
OutText2 += "P";
uitextline2 += "P";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_R ) == bdelay_R )
OutText2 += "R";
uitextline2 += "R";
if( ( tmp->MoverParameters->BrakeDelayFlag & bdelay_M ) == bdelay_M )
OutText2 += "+Mg";
uitextline2 += "+Mg";
OutText2 += ", BTP:" + to_string( tmp->MoverParameters->LoadFlag, 0 );
uitextline2 += ", BTP:" + to_string( tmp->MoverParameters->LoadFlag, 0 );
{
OutText2 +=
uitextline2 +=
"; pant. "
+ to_string( tmp->MoverParameters->PantPress, 2 )
+ ( tmp->MoverParameters->bPantKurek3 ? "<ZG" : "|ZG" );
}
OutText2 +=
uitextline2 +=
", MED:"
+ to_string( tmp->MoverParameters->LocalBrakePosA, 2 )
+ "+"
+ to_string( tmp->MoverParameters->AnPos, 2 );
OutText2 +=
uitextline2 +=
", Ft:"
+ to_string( tmp->MoverParameters->Ft * 0.001f, 0 );
OutText2 +=
uitextline2 +=
"; TC:"
+ to_string( tmp->MoverParameters->TotalCurrent, 0 );
OutText2 +=
uitextline2 +=
", HV0:"
+ to_string( tmp->MoverParameters->HVCouplers[ 0 ][ 1 ], 0 )
+ "@"
+ to_string( tmp->MoverParameters->HVCouplers[ 0 ][ 0 ], 0 );
OutText2 +=
uitextline2 +=
", HV1:"
+ to_string( tmp->MoverParameters->HVCouplers[ 1 ][ 1 ], 0 )
+ "@"
+ to_string( tmp->MoverParameters->HVCouplers[ 1 ][ 0 ], 0 );
OutText3 =
uitextline3 =
"BP: " + to_string( tmp->MoverParameters->BrakePress, 2 )
+ " (" + to_string( tmp->MoverParameters->BrakeStatus, 0 )
+ "), LBP: " + to_string( tmp->MoverParameters->LocBrakePress, 2 )
@@ -1651,16 +1827,16 @@ TWorld::Update_UI() {
if( tmp->MoverParameters->ManualBrakePos > 0 ) {
OutText3 += ", manual brake on";
uitextline3 += ", manual brake on";
}
if( tmp->MoverParameters->LocalBrakePos > 0 ) {
OutText3 += ", local brake on";
uitextline3 += ", local brake on";
}
else {
OutText3 += ", local brake off";
uitextline3 += ", local brake off";
}
if( tmp->Mechanik ) {
@@ -1670,9 +1846,9 @@ TWorld::Update_UI() {
if( tmp->Mechanik->DrivigFlags() & j ) // jak bit ustawiony
flags[ i + 1 ] = std::toupper( flags[ i + 1 ] ); // ^= 0x20; // to zmiana na wielką literę
OutText4 = flags;
uitextline4 = flags;
OutText4 +=
uitextline4 +=
"Driver: Vd=" + to_string( tmp->Mechanik->VelDesired, 0 )
+ " ad=" + to_string( tmp->Mechanik->AccDesired, 2 )
+ " Pd=" + to_string( tmp->Mechanik->ActualProximityDist, 0 )
@@ -1684,14 +1860,14 @@ TWorld::Update_UI() {
if( ( tmp->Mechanik->VelNext == 0.0 )
&& ( tmp->Mechanik->eSignNext ) ) {
// jeśli ma zapamiętany event semafora, nazwa eventu semafora
OutText4 +=
uitextline4 +=
" ("
+ Global::Bezogonkow( tmp->Mechanik->eSignNext->asName )
+ ")";
}
// biezaca komenda dla AI
OutText4 += ", command: " + tmp->Mechanik->OrderCurrent();
uitextline4 += ", command: " + tmp->Mechanik->OrderCurrent();
}
if( Global::iScreenMode[ Global::iTextMode - GLFW_KEY_F1 ] == 1 ) {
@@ -1712,7 +1888,7 @@ TWorld::Update_UI() {
}
else {
// wyświetlenie współrzędnych w scenerii oraz kąta kamery, gdy nie mamy wskaźnika
OutText1 =
uitextline1 =
"Camera position: "
+ to_string( Camera.Pos.x, 2 ) + " "
+ to_string( Camera.Pos.y, 2 ) + " "
@@ -1723,8 +1899,8 @@ TWorld::Update_UI() {
+ std::string( "S SEE NEN NWW SW" )
.substr( 0 + 2 * floor( fmod( 8 + ( Camera.Yaw + 0.5 * M_PI_4 ) / M_PI_4, 8 ) ), 2 );
// current luminance level
OutText2 = "Light level: " + to_string( Global::fLuminance, 3 );
if( Global::FakeLight ) { OutText2 += "(*)"; }
uitextline2 = "Light level: " + to_string( Global::fLuminance, 3 );
if( Global::FakeLight ) { uitextline2 += "(*)"; }
}
break;
@@ -1732,13 +1908,13 @@ TWorld::Update_UI() {
case( GLFW_KEY_F8 ) : {
OutText1 =
uitextline1 =
"Draw range x " + to_string( Global::fDistanceFactor, 1 )
+ "; FPS: " + to_string( Timer::GetFPS(), 2 );
if( Global::iSlowMotion ) {
OutText1 += " (slowmotion " + to_string( Global::iSlowMotion ) + ")";
uitextline1 += " (slowmotion " + to_string( Global::iSlowMotion ) + ")";
}
OutText1 +=
uitextline1 +=
", sectors: " + to_string( Ground.iRendered )
+ "/" + to_string( Global::iSegmentsRendered )
+ "; FoV: " + to_string( Global::FieldOfView / Global::ZoomFactor, 1 );
@@ -1748,18 +1924,12 @@ TWorld::Update_UI() {
case( GLFW_KEY_F9 ) : {
// informacja o wersji, sposobie wyświetlania i błędach OpenGL
OutText1 = Global::asVersion; // informacja o wersji
uitextline1 = Global::asVersion; // informacja o wersji
if( Global::iMultiplayer ) {
OutText1 += " (multiplayer mode is active)";
uitextline1 += " (multiplayer mode is active)";
}
OutText2 =
std::string("Rendering mode: ")
+ ( Global::bUseVBO ?
"VBO" :
"Display Lists" )
+ ". "
+ GfxRenderer.Info();
uitextline2 = GfxRenderer.Info();
// dump last opengl error, if any
GLenum glerror = glGetError();
@@ -1767,7 +1937,7 @@ TWorld::Update_UI() {
Global::LastGLError = to_string( glerror ) + " (" + Global::Bezogonkow( (char *)gluErrorString( glerror ) ) + ")";
}
if( false == Global::LastGLError.empty() ) {
OutText3 =
uitextline3 =
"Last openGL error: "
+ Global::LastGLError;
}
@@ -1777,16 +1947,16 @@ TWorld::Update_UI() {
case( GLFW_KEY_F10 ) : {
OutText1 = ( "Press [Y] key to quit / Aby zakonczyc program, przycisnij klawisz [Y]." );
uitextline1 = ( "Press [Y] key to quit / Aby zakonczyc program, przycisnij klawisz [Y]." );
break;
}
case( GLFW_KEY_F12 ) : {
// opcje włączenia i wyłączenia logowania
OutText1 = "[0] Debugmode " + std::string( DebugModeFlag ? "(on)" : "(off)" );
OutText2 = "[1] log.txt " + std::string( ( Global::iWriteLogEnabled & 1 ) ? "(on)" : "(off)" );
OutText3 = "[2] Console " + std::string( ( Global::iWriteLogEnabled & 2 ) ? "(on)" : "(off)" );
uitextline1 = "[0] Debugmode " + std::string( DebugModeFlag ? "(on)" : "(off)" );
uitextline2 = "[1] log.txt " + std::string( ( Global::iWriteLogEnabled & 1 ) ? "(on)" : "(off)" );
uitextline3 = "[2] Console " + std::string( ( Global::iWriteLogEnabled & 2 ) ? "(on)" : "(off)" );
break;
}
@@ -1804,7 +1974,7 @@ TWorld::Update_UI() {
break;
}
OutText1 =
uitextline1 =
"vel: " + to_string(tmp->GetVelocity(), 2) + " km/h"
+ "; dist: " + to_string(tmp->MoverParameters->DistCounter, 2) + " km"
+ "; pos: ("
@@ -1813,7 +1983,7 @@ TWorld::Update_UI() {
+ to_string( tmp->GetPosition().z, 2 )
+ ")";
OutText2 =
uitextline2 =
"HamZ=" + to_string( tmp->MoverParameters->fBrakeCtrlPos, 1 )
+ "; HamP=" + std::to_string( tmp->MoverParameters->LocalBrakePos ) + "/" + to_string( tmp->MoverParameters->LocalBrakePosA, 2 )
+ "; NasJ=" + std::to_string( tmp->MoverParameters->MainCtrlPos ) + "(" + std::to_string( tmp->MoverParameters->MainCtrlActualPos ) + ")"
@@ -1829,14 +1999,14 @@ TWorld::Update_UI() {
to_string( tmp->MoverParameters->RunningShape.R, 1 ) )
+ " An=" + to_string( tmp->MoverParameters->AccN, 2 ); // przyspieszenie poprzeczne
if( tprev != int( GlobalTime->mr ) ) {
tprev = GlobalTime->mr;
if( tprev != Simulation::Time.data().wSecond ) {
tprev = Simulation::Time.data().wSecond;
Acc = ( tmp->MoverParameters->Vel - VelPrev ) / 3.6;
VelPrev = tmp->MoverParameters->Vel;
}
OutText2 += ( "; As=" ) + to_string( Acc, 2 ); // przyspieszenie wzdłużne
uitextline2 += ( "; As=" ) + to_string( Acc, 2 ); // przyspieszenie wzdłużne
OutText3 =
uitextline3 =
"cyl.ham. " + to_string( tmp->MoverParameters->BrakePress, 2 )
+ "; prz.gl. " + to_string( tmp->MoverParameters->PipePress, 2 )
+ "; zb.gl. " + to_string( tmp->MoverParameters->CompressedVolume, 2 )
@@ -1845,49 +2015,49 @@ TWorld::Update_UI() {
// McZapkie: warto wiedziec w jakim stanie sa przelaczniki
if( tmp->MoverParameters->ConvOvldFlag )
OutText3 += " C! ";
uitextline3 += " C! ";
else if( tmp->MoverParameters->FuseFlag )
OutText3 += " F! ";
uitextline3 += " F! ";
else if( !tmp->MoverParameters->Mains )
OutText3 += " () ";
uitextline3 += " () ";
else {
switch(
tmp->MoverParameters->ActiveDir *
( tmp->MoverParameters->Imin == tmp->MoverParameters->IminLo ?
1 :
2 ) ) {
case 2: { OutText3 += " >> "; break; }
case 1: { OutText3 += " -> "; break; }
case 0: { OutText3 += " -- "; break; }
case -1: { OutText3 += " <- "; break; }
case -2: { OutText3 += " << "; break; }
case 2: { uitextline3 += " >> "; break; }
case 1: { uitextline3 += " -> "; break; }
case 0: { uitextline3 += " -- "; break; }
case -1: { uitextline3 += " <- "; break; }
case -2: { uitextline3 += " << "; break; }
}
}
// McZapkie: predkosc szlakowa
if( tmp->MoverParameters->RunningTrack.Velmax == -1 ) {
OutText3 += " Vtrack=Vmax";
uitextline3 += " Vtrack=Vmax";
}
else {
OutText3 += " Vtrack " + to_string( tmp->MoverParameters->RunningTrack.Velmax, 2 );
uitextline3 += " Vtrack " + to_string( tmp->MoverParameters->RunningTrack.Velmax, 2 );
}
if( ( tmp->MoverParameters->EnginePowerSource.SourceType == CurrentCollector )
|| ( tmp->MoverParameters->TrainType == dt_EZT ) ) {
OutText3 +=
uitextline3 +=
"; pant. " + to_string( tmp->MoverParameters->PantPress, 2 )
+ ( tmp->MoverParameters->bPantKurek3 ? "=" : "^" ) + "ZG";
}
// McZapkie: komenda i jej parametry
if( tmp->MoverParameters->CommandIn.Command != ( "" ) ) {
OutText4 =
uitextline4 =
"C:" + tmp->MoverParameters->CommandIn.Command
+ " V1=" + to_string( tmp->MoverParameters->CommandIn.Value1, 0 )
+ " V2=" + to_string( tmp->MoverParameters->CommandIn.Value2, 0 );
}
if( ( tmp->Mechanik )
&& ( tmp->Mechanik->AIControllFlag == AIdriver ) ) {
OutText4 +=
uitextline4 +=
"AI: Vd=" + to_string( tmp->Mechanik->VelDesired, 0 )
+ " ad=" + to_string( tmp->Mechanik->AccDesired, 2 )
+ " Pd=" + to_string( tmp->Mechanik->ActualProximityDist, 0 )
@@ -1927,7 +2097,7 @@ TWorld::Update_UI() {
#ifdef EU07_USE_OLD_UI_CODE
if( Controlled && DebugModeFlag && !Global::iTextMode ) {
OutText1 +=
uitextline1 +=
( "; d_omega " ) + to_string( Controlled->MoverParameters->dizel_engagedeltaomega, 3 );
if( Controlled->MoverParameters->EngineType == ElectricInductionMotor ) {
@@ -1935,7 +2105,7 @@ TWorld::Update_UI() {
for( int i = 0; i <= 8; i++ ) {
for( int j = 0; j <= 9; j++ ) {
glRasterPos2f( 0.05f + 0.03f * i, 0.16f - 0.01f * j );
OutText4 = to_string( Train->fEIMParams[ i ][ j ], 2 );
uitextline4 = to_string( Train->fEIMParams[ i ][ j ], 2 );
}
}
}
@@ -1944,24 +2114,23 @@ TWorld::Update_UI() {
// update the ui header texts
auto &headerdata = UIHeader->text_lines;
headerdata[ 0 ].data = OutText1;
headerdata[ 1 ].data = OutText2;
headerdata[ 2 ].data = OutText3;
headerdata[ 3 ].data = OutText4;
headerdata[ 0 ].data = uitextline1;
headerdata[ 1 ].data = uitextline2;
headerdata[ 2 ].data = uitextline3;
headerdata[ 3 ].data = uitextline4;
{ // stenogramy dźwięków (ukryć, gdy tabelka skanowania lub rozkład?)
auto &transcripts = UITranscripts->text_lines;
transcripts.clear();
for( auto const &transcript : Global::tranTexts.aLines ) {
// stenogramy dźwięków (ukryć, gdy tabelka skanowania lub rozkład?)
auto &transcripts = UITranscripts->text_lines;
transcripts.clear();
for( auto const &transcript : Global::tranTexts.aLines ) {
if( Global::fTimeAngleDeg >= transcript.fShow ) {
if( Global::fTimeAngleDeg >= transcript.fShow ) {
cParser parser( transcript.asText );
while( true == parser.getTokens(1, false, "|") ) {
cParser parser( transcript.asText );
while( true == parser.getTokens( 1, false, "|" ) ) {
std::string transcriptline; parser >> transcriptline;
transcripts.emplace_back( transcriptline, float4( 1.0f, 1.0f, 0.0f, 1.0f ) );
}
std::string transcriptline; parser >> transcriptline;
transcripts.emplace_back( transcriptline, float4( 1.0f, 1.0f, 0.0f, 1.0f ) );
}
}
}
@@ -2036,15 +2205,12 @@ void TWorld::OnCommandGet(DaneRozkaz *pRozkaz)
if (*pRozkaz->iPar & 1) // ustawienie czasu
{
double t = pRozkaz->fPar[1];
GlobalTime->dd = floor(t); // niby nie powinno być dnia, ale...
Simulation::Time.data().wDay = std::floor(t); // niby nie powinno być dnia, ale...
if (Global::fMoveLight >= 0)
Global::fMoveLight = t; // trzeba by deklinację Słońca przeliczyć
GlobalTime->hh = floor(24 * t) - 24.0 * GlobalTime->dd;
GlobalTime->mm =
floor(60 * 24 * t) - 60.0 * (24.0 * GlobalTime->dd + GlobalTime->hh);
GlobalTime->mr =
floor(60 * 60 * 24 * t) -
60.0 * (60.0 * (24.0 * GlobalTime->dd + GlobalTime->hh) + GlobalTime->mm);
Simulation::Time.data().wHour = std::floor(24 * t) - 24.0 * Simulation::Time.data().wDay;
Simulation::Time.data().wMinute = std::floor(60 * 24 * t) - 60.0 * (24.0 * Simulation::Time.data().wDay + Simulation::Time.data().wHour);
Simulation::Time.data().wSecond = std::floor( 60 * 60 * 24 * t ) - 60.0 * ( 60.0 * ( 24.0 * Simulation::Time.data().wDay + Simulation::Time.data().wHour ) + Simulation::Time.data().wMinute );
}
if (*pRozkaz->iPar & 2)
{ // ustawienie flag zapauzowania
@@ -2333,79 +2499,88 @@ world_environment::init() {
m_skydome.init();
m_sun.init();
m_moon.init();
m_stars.init();
m_clouds.Init();
}
void
world_environment::update() {
// move sun...
m_sun.update();
auto const position = m_sun.getPosition();
// ...update the global data to match new sun state...
Global::SunAngle = m_sun.getAngle();
// ...update skydome to match the current sun position as well...
m_skydome.Update( position );
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = RGBtoHSV( skydomecolour );
auto const intensity = std::min( 1.15f * (0.05f + m_sun.getIntensity() + skydomehsv.z), 1.25f );
// ...update light colours and intensity.
// NOTE: intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
// but whether it'd _look_ better is something to be tested
Global::daylight.position = float3(position.x, position.y, position.z);
vector3 sun = -1.0 * m_sun.getDirection();
Global::daylight.direction = float3(sun.x, sun.y, sun.z);
Global::daylight.color = float3(intensity * 255.0f / 255.0f,
intensity * 242.0f / 255.0f,
intensity * 231.0f / 255.0f);
Global::daylight.ambient = float3(skydomecolour.x, skydomecolour.y, skydomecolour.z);
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global::FogColor[ 0 ] = skydomecolour.x;
Global::FogColor[ 1 ] = skydomecolour.y;
Global::FogColor[ 2 ] = skydomecolour.z;
::glFogfv( GL_FOG_COLOR, Global::FogColor ); // kolor mgły
::glClearColor( skydomecolour.x, skydomecolour.y, skydomecolour.z, 1.0f ); // kolor nieba
}
extern TWorld World;
void
world_environment::render() {
world_environment::update() {
// move celestial bodies...
m_sun.update();
m_moon.update();
// ...determine source of key light and adjust global state accordingly...
auto const sunlightlevel = m_sun.getIntensity();
auto const moonlightlevel = m_moon.getIntensity();
float keylightintensity;
float twilightfactor;
float3 keylightcolor;
if (moonlightlevel > sunlightlevel) {
// rare situations when the moon is brighter than the sun, typically at night
Global::SunAngle = m_moon.getAngle();
Math3D::vector3 moon_dir = -1.0 * m_moon.getDirection();
Global::daylight.direction = glm::vec3(moon_dir.x, moon_dir.y, moon_dir.z);
keylightintensity = moonlightlevel;
// if the moon is up, it overrides the twilight
twilightfactor = 0.0f;
keylightcolor = float3(255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f);
}
else {
// regular situation with sun as the key light
Global::SunAngle = m_sun.getAngle();
Math3D::vector3 sun_dir = -1.0 * m_sun.getDirection();
Global::daylight.direction = glm::vec3(sun_dir.x, sun_dir.y, sun_dir.z);
keylightintensity = sunlightlevel;
// diffuse (sun) intensity goes down after twilight, and reaches minimum 18 degrees below horizon
twilightfactor = clamp(-Global::SunAngle, 0.0f, 18.0f) / 18.0f;
// TODO: crank orange up at dawn/dusk
keylightcolor = float3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f);
float const duskfactor = 1.0f - clamp(Global::SunAngle, 0.0f, 18.0f) / 18.0f;
keylightcolor = interpolate(
float3(255.0f / 255.0f, 242.0f / 255.0f, 231.0f / 255.0f),
float3(235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f),
duskfactor);
}
// ...update skydome to match the current sun position as well...
m_skydome.SetOvercastFactor(Global::Overcast);
m_skydome.Update(m_sun.getPosition());
// ...retrieve current sky colour and brightness...
auto const skydomecolour = m_skydome.GetAverageColor();
auto const skydomehsv = RGBtoHSV(skydomecolour);
// sun strength is reduced by overcast level
keylightintensity *= (1.0f - Global::Overcast * 0.65f);
GfxRenderer.Bind( 0 );
// intensity combines intensity of the sun and the light reflected by the sky dome
// it'd be more technically correct to have just the intensity of the sun here,
// but whether it'd _look_ better is something to be tested
auto const intensity = std::min(1.15f * (0.05f + keylightintensity + skydomehsv.z), 1.25f);
// the impact of sun component is reduced proportionally to overcast level, as overcast increases role of ambient light
auto const diffuselevel = interpolate(keylightintensity, intensity * (1.0f - twilightfactor), 1.0f - Global::Overcast * 0.75f);
// ...update light colours and intensity.
keylightcolor = keylightcolor * diffuselevel;
Global::daylight.color.x = keylightcolor.x;
Global::daylight.color.y = keylightcolor.y;
Global::daylight.color.z = keylightcolor.z;
::glDisable( GL_LIGHTING );
::glDisable( GL_FOG );
::glDisable( GL_DEPTH_TEST );
::glDepthMask( GL_FALSE );
::glPushMatrix();
::glTranslatef( Global::pCameraPosition.x, Global::pCameraPosition.y, Global::pCameraPosition.z );
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)
float const ambienttone = clamp(1.0f - (Global::SunAngle / 90.0f), 0.0f, 1.0f);
Global::daylight.ambient.x = interpolate(skydomehsv.z, skydomecolour.x, ambienttone);
Global::daylight.ambient.y = interpolate(skydomehsv.z, skydomecolour.y, ambienttone);
Global::daylight.ambient.z = interpolate(skydomehsv.z, skydomecolour.z, ambienttone);
m_skydome.Render();
m_stars.render();
m_clouds.Render( m_skydome.GetAverageColor() * 2.5f );
Global::fLuminance = intensity;
if( DebugModeFlag == true ) {
// mark sun position for easier debugging
m_sun.render();
}
// update the fog. setting it to match the average colour of the sky dome is cheap
// but quite effective way to make the distant items blend with background better
Global::FogColor[0] = skydomecolour.x;
Global::FogColor[1] = skydomecolour.y;
Global::FogColor[2] = skydomecolour.z;
::glFogfv(GL_FOG_COLOR, Global::FogColor); // kolor mgły
World.shader.set_ambient(Global::daylight.ambient);
World.shader.set_light(0, gl_program_light::DIR, Global::daylight.position, Global::daylight.direction,
0.0f, 0.0f, Global::daylight.color * Global::daylight.intensity, 0.0f, 0.0f);
::glPopMatrix();
::glDepthMask( GL_TRUE );
::glEnable( GL_DEPTH_TEST );
::glEnable( GL_FOG );
::glEnable( GL_LIGHTING );
::glClearColor(skydomecolour.x, skydomecolour.y, skydomecolour.z, 1.0f); // kolor nieba
}
void