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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 03:09:18 +02:00

Merge branch 'tmj-dev' into milek-dev

This commit is contained in:
milek7
2018-10-10 21:37:52 +02:00
37 changed files with 2199 additions and 1150 deletions

View File

@@ -1083,9 +1083,9 @@ opengl_renderer::setup_drawing( bool const Alpha ) {
// setup fog
if( Global.fFogEnd > 0 ) {
// fog setup
auto const adjustedfogrange { Global.fFogEnd / std::max( 1.f, Global.Overcast * 2.f ) };
m_fogrange = Global.fFogEnd / std::max( 1.f, Global.Overcast * 2.f );
::glFogfv( GL_FOG_COLOR, glm::value_ptr( Global.FogColor ) );
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / adjustedfogrange ) );
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / m_fogrange ) );
::glEnable( GL_FOG );
}
else { ::glDisable( GL_FOG ); }
@@ -2434,7 +2434,20 @@ opengl_renderer::Render( TSubModel *Submodel ) {
Bind_Material( Submodel->m_material );
}
// ...colors...
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
if( Submodel->fVisible < 1.f ) {
// setup
::glAlphaFunc( GL_GREATER, 0.f );
::glEnable( GL_BLEND );
::glColor4f(
Submodel->f4Diffuse.r,
Submodel->f4Diffuse.g,
Submodel->f4Diffuse.b,
Submodel->fVisible );
}
else {
::glColor3fv( glm::value_ptr( Submodel->f4Diffuse ) ); // McZapkie-240702: zamiast ub
}
// ...specular...
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
// specular strength in legacy models is set uniformly to 150, 150, 150 so we scale it down for opaque elements
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( Submodel->f4Specular * m_sunlight.specular.a * m_specularopaquescalefactor ) );
@@ -2466,6 +2479,10 @@ opengl_renderer::Render( TSubModel *Submodel ) {
}
*/
// post-draw reset
if( Submodel->fVisible < 1.f ) {
::glAlphaFunc( GL_GREATER, 0.5f );
::glDisable( GL_BLEND );
}
if( ( true == m_renderspecular ) && ( m_sunlight.specular.a > 0.01f ) ) {
::glMaterialfv( GL_FRONT, GL_SPECULAR, glm::value_ptr( colors::none ) );
}
@@ -2557,42 +2574,65 @@ opengl_renderer::Render( TSubModel *Submodel ) {
float const anglefactor = clamp(
( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ),
0.f, 1.f );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor { std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist ) };
float const precipitationfactor { std::max( 1.f, Global.Overcast - 1.f ) };
lightlevel *= anglefactor;
float const precipitationfactor { interpolate( 1.f, 0.25f, clamp( Global.Overcast * 0.75f - 0.5f, 0.f, 1.f ) ) };
lightlevel *= precipitationfactor;
if( lightlevel > 0.f ) {
// material configuration:
::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
// distance attenuation. NOTE: since it's fixed pipeline with built-in gamma correction we're using linear attenuation
// we're capping how much effect the distance attenuation can have, otherwise the lights get too tiny at regular distances
float const distancefactor { std::max( 0.5f, ( Submodel->fSquareMaxDist - TSubModel::fSquareDist ) / Submodel->fSquareMaxDist ) };
auto const pointsize { std::max( 3.f, 5.f * distancefactor * anglefactor ) };
// material configuration:
Bind_Material( null_handle );
::glPointSize( std::max( 3.f, 5.f * distancefactor * anglefactor ) );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], std::min( 1.f, lightlevel * anglefactor * precipitationfactor ) );
// limit impact of dense fog on the lights
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / std::min<float>( Global.fFogEnd, m_fogrange * 2 ) ) );
::glPushAttrib( GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_POINT_BIT );
::glDisable( GL_LIGHTING );
::glEnable( GL_BLEND );
::glAlphaFunc( GL_GREATER, 0.f );
::glPushMatrix();
::glLoadIdentity();
::glTranslatef( lightcenter.x, lightcenter.y, lightcenter.z ); // początek układu zostaje bez zmian
/*
setup_shadow_color( colors::white );
*/
auto const unitstate = m_unitstate;
switch_units( m_unitstate.diffuse, false, false );
// main draw call
if( Global.Overcast > 1.f ) {
// fake fog halo
float const fogfactor {
interpolate(
2.f, 1.f,
clamp<float>( Global.fFogEnd / 2000, 0.f, 1.f ) )
* std::max( 1.f, Global.Overcast ) };
::glPointSize( pointsize * fogfactor );
::glColor4f(
Submodel->f4Diffuse[ 0 ],
Submodel->f4Diffuse[ 1 ],
Submodel->f4Diffuse[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) * 0.5f );
::glDepthMask( GL_FALSE );
m_geometry.draw( Submodel->m_geometry );
::glDepthMask( GL_TRUE );
}
::glPointSize( pointsize );
::glColor4f(
Submodel->f4Diffuse[ 0 ],
Submodel->f4Diffuse[ 1 ],
Submodel->f4Diffuse[ 2 ],
Submodel->fVisible * std::min( 1.f, lightlevel ) );
m_geometry.draw( Submodel->m_geometry );
// post-draw reset
// re-enable shadows
/*
setup_shadow_color( m_shadowcolor );
*/
switch_units( unitstate.diffuse, unitstate.shadows, unitstate.reflections );
::glPopMatrix();
::glPopAttrib();
::glFogf( GL_FOG_DENSITY, static_cast<GLfloat>( 1.0 / m_fogrange ) );
}
}
break;
@@ -2649,7 +2689,9 @@ void
opengl_renderer::Render( TTrack *Track ) {
if( ( Track->m_material1 == 0 )
&& ( Track->m_material2 == 0 ) ) {
&& ( Track->m_material2 == 0 )
&& ( ( Track->eType != tt_Switch )
|| ( Track->SwitchExtension->m_material3 == 0 ) ) ) {
return;
}
if( false == Track->m_visible ) {
@@ -2671,6 +2713,11 @@ opengl_renderer::Render( TTrack *Track ) {
Bind_Material( Track->m_material2 );
m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) );
}
if( ( Track->eType == tt_Switch )
&& ( Track->SwitchExtension->m_material3 != 0 ) ) {
Bind_Material( Track->SwitchExtension->m_material3 );
m_geometry.draw( Track->SwitchExtension->Geometry3 );
}
setup_environment_light();
break;
}
@@ -2691,6 +2738,11 @@ opengl_renderer::Render( TTrack *Track ) {
Bind_Material( Track->m_material2 );
m_geometry.draw( std::begin( Track->Geometry2 ), std::end( Track->Geometry2 ) );
}
if( ( Track->eType == tt_Switch )
&& ( Track->SwitchExtension->m_material3 != 0 ) ) {
Bind_Material( Track->SwitchExtension->m_material3 );
m_geometry.draw( Track->SwitchExtension->Geometry3 );
}
break;
}
case rendermode::pickcontrols:
@@ -2717,6 +2769,7 @@ opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First,
}
}
// TODO: render auto generated trackbeds together with regular trackbeds in pass 1, and all rails in pass 2
// first pass, material 1
for( auto first { First }; first != Last; ++first ) {
@@ -2807,6 +2860,53 @@ opengl_renderer::Render( scene::basic_cell::path_sequence::const_iterator First,
}
}
}
// third pass, material 3
for( auto first { First }; first != Last; ++first ) {
auto const track { *first };
if( track->eType != tt_Switch ) {
continue;
}
if( track->SwitchExtension->m_material3 == 0 ) {
continue;
}
if( false == track->m_visible ) {
continue;
}
switch( m_renderpass.draw_mode ) {
case rendermode::color:
case rendermode::reflections: {
if( track->eEnvironment != e_flat ) {
setup_environment_light( track->eEnvironment );
}
Bind_Material( track->SwitchExtension->m_material3 );
m_geometry.draw( track->SwitchExtension->Geometry3 );
if( track->eEnvironment != e_flat ) {
// restore default lighting
setup_environment_light();
}
break;
}
case rendermode::shadows: {
if( ( std::abs( track->fTexHeight1 ) < 0.35f )
|| ( ( track->iCategoryFlag == 1 )
&& ( track->eType != tt_Normal ) ) ) {
// shadows are only calculated for high enough trackbeds
continue;
}
Bind_Material( track->SwitchExtension->m_material3 );
m_geometry.draw( track->SwitchExtension->Geometry3 );
break;
}
case rendermode::pickscenery: // pick scenery mode uses piece-by-piece approach
case rendermode::pickcontrols:
default: {
break;
}
}
}
// post-render reset
switch( m_renderpass.draw_mode ) {
case rendermode::shadows: {
@@ -3083,7 +3183,7 @@ opengl_renderer::Render_Alpha( TTraction *Traction ) {
::glLineWidth(
clamp(
0.5f * linealpha + Traction->WireThickness * Traction->radius() / 1000.f,
1.f, 1.5f ) );
1.f, 1.75f ) );
// McZapkie-261102: kolor zalezy od materialu i zasniedzenia
::glColor4fv(
glm::value_ptr(
@@ -3401,24 +3501,28 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel ) {
static_cast<float>( TSubModel::fSquareDist / Submodel->fSquareMaxDist ) ); // pozycja punktu świecącego względem kamery
Submodel->fCosViewAngle = glm::dot( glm::normalize( modelview * glm::vec4( 0.f, 0.f, -1.f, 1.f ) - lightcenter ), glm::normalize( -lightcenter ) );
float glarelevel = 0.6f; // luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness'
if( Submodel->fCosViewAngle > Submodel->fCosFalloffAngle ) {
// only bother if the viewer is inside the visibility cone
auto glarelevel { clamp<float>(
0.6f
- Global.fLuminance // reduce the glare in bright daylight
+ std::max( 0.f, Global.Overcast - 1.f ), // increase the glare in rainy/foggy conditions
// luminosity at night is at level of ~0.1, so the overall resulting transparency in clear conditions is ~0.5 at full 'brightness'
auto glarelevel { clamp(
std::max<float>(
0.6f - Global.fLuminance, // reduce the glare in bright daylight
Global.Overcast - 1.f ), // ensure some glare in rainy/foggy conditions
0.f, 1.f ) };
// scale it down based on view angle
glarelevel *= ( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( 1.0f - Submodel->fCosFalloffAngle );
// view angle attenuation
float const anglefactor { clamp(
( Submodel->fCosViewAngle - Submodel->fCosFalloffAngle ) / ( Submodel->fCosHotspotAngle - Submodel->fCosFalloffAngle ),
0.f, 1.f ) };
glarelevel *= anglefactor;
if( glarelevel > 0.0f ) {
// setup
::glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT );
Bind_Texture( m_glaretexture );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], glarelevel );
::glColor4f( Submodel->f4Diffuse[ 0 ], Submodel->f4Diffuse[ 1 ], Submodel->f4Diffuse[ 2 ], Submodel->fVisible * glarelevel );
::glDisable( GL_LIGHTING );
::glDisable( GL_FOG );
::glDepthMask( GL_FALSE );
::glBlendFunc( GL_SRC_ALPHA, GL_ONE );
@@ -3823,8 +3927,13 @@ opengl_renderer::Init_caps() {
+ " Vendor: " + std::string( (char *)glGetString( GL_VENDOR ) )
+ " OpenGL Version: " + oglversion );
#ifdef EU07_USEIMGUIIMPLOPENGL2
if( !GLEW_VERSION_1_5 ) {
ErrorLog( "Requires openGL >= 1.5" );
#else
if( !GLEW_VERSION_3_0 ) {
ErrorLog( "Requires openGL >= 3.0" ); // technically 1.5 for now, but imgui wants more
ErrorLog( "Requires openGL >= 3.0" );
#endif
return false;
}