mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-21 13:39:18 +02:00
maintenance: opengl and generic gfx class source files split
This commit is contained in:
448
renderer.h
448
renderer.h
@@ -9,25 +9,8 @@ http://mozilla.org/MPL/2.0/.
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#pragma once
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#include "GL/glew.h"
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#include "openglgeometrybank.h"
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#include "geometrybank.h"
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#include "material.h"
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#include "light.h"
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#include "lightarray.h"
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#include "dumb3d.h"
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#include "frustum.h"
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#include "scene.h"
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#include "simulationenvironment.h"
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#include "particles.h"
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#include "MemCell.h"
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#define EU07_USE_PICKING_FRAMEBUFFER
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//#define EU07_USE_DEBUG_SHADOWMAP
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//#define EU07_USE_DEBUG_CABSHADOWMAP
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//#define EU07_USE_DEBUG_CAMERA
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//#define EU07_USE_DEBUG_SOUNDEMITTERS
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//#define EU07_USEIMGUIIMPLOPENGL2
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//#define EU07_DISABLECABREFLECTIONS
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class gfx_renderer {
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@@ -75,435 +58,6 @@ public:
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virtual auto info_stats() const -> std::string const & = 0;
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};
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struct opengl_light : public basic_light {
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GLuint id { (GLuint)-1 };
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void
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apply_intensity( float const Factor = 1.0f );
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void
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apply_angle();
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opengl_light &
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operator=( basic_light const &Right ) {
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basic_light::operator=( Right );
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return *this; }
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};
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// encapsulates basic rendering setup.
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// for modern opengl this translates to a specific collection of glsl shaders,
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// for legacy opengl this is combination of blending modes, active texture units etc
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struct opengl_technique {
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};
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// simple camera object. paired with 'virtual camera' in the scene
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class opengl_camera {
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public:
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// constructors
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opengl_camera() = default;
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// methods:
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inline
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void
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update_frustum() { update_frustum( m_projection, m_modelview ); }
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void
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update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview );
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bool
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visible( scene::bounding_area const &Area ) const;
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bool
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visible( TDynamicObject const *Dynamic ) const;
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inline
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glm::dvec3 const &
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position() const { return m_position; }
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inline
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glm::dvec3 &
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position() { return m_position; }
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inline
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glm::mat4 const &
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projection() const { return m_projection; }
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inline
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glm::mat4 &
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projection() { return m_projection; }
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inline
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glm::mat4 const &
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modelview() const { return m_modelview; }
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inline
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glm::mat4 &
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modelview() { return m_modelview; }
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inline
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std::vector<glm::vec4> &
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frustum_points() { return m_frustumpoints; }
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// transforms provided set of clip space points to world space
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template <class Iterator_>
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void
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transform_to_world( Iterator_ First, Iterator_ Last ) const {
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std::for_each(
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First, Last,
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[this]( glm::vec4 &point ) {
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// transform each point using the cached matrix...
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point = this->m_inversetransformation * point;
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// ...and scale by transformed w
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point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
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// debug helper, draws shape of frustum in world space
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void
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draw( glm::vec3 const &Offset ) const;
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private:
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// members:
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cFrustum m_frustum;
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std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
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glm::dvec3 m_position;
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glm::mat4 m_projection;
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glm::mat4 m_modelview;
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glm::mat4 m_inversetransformation; // cached transformation to world space
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};
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// particle data visualizer
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class opengl_particles {
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public:
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// constructors
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opengl_particles() = default;
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// destructor
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~opengl_particles() {
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if( m_buffer != 0 ) {
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::glDeleteBuffers( 1, &m_buffer ); } }
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// methods
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void
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update( opengl_camera const &Camera );
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void
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render( int const Textureunit );
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private:
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// types
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struct particle_vertex {
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glm::vec3 position; // 3d space
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std::uint8_t color[ 4 ]; // rgba, unsigned byte format
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glm::vec2 texture; // uv space
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float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks
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};
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/*
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using sourcedistance_pair = std::pair<smoke_source *, float>;
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using source_sequence = std::vector<sourcedistance_pair>;
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*/
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using particlevertex_sequence = std::vector<particle_vertex>;
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// methods
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// members
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/*
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source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera
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*/
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particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end
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GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end
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std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
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};
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// bare-bones render controller, in lack of anything better yet
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class opengl_renderer : public gfx_renderer {
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public:
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// types
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// constructors
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opengl_renderer() = default;
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// destructor
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~opengl_renderer() { gluDeleteQuadric( m_quadric ); }
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// methods
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bool
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Init( GLFWwindow *Window ) 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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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 geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
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gfx::geometry_handle
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Insert( gfx::vertex_array &Vertices, 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
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Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, std::size_t const Offset = 0 ) override;
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// adds supplied vertex data at the end of specified chunk
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bool
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Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry ) 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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// 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 ) override;
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opengl_material const &
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Material( material_handle const Material ) const 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 ) override;
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void
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Bind_Texture( texture_handle const Texture );
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opengl_texture const &
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Texture( texture_handle const Texture ) const override;
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// utility methods
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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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// maintenance methods
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void
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Update( double const Deltatime ) override;
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TSubModel *
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Update_Pick_Control() override;
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scene::basic_node *
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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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// members
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GLenum static const sunlight { GL_LIGHT0 };
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std::size_t m_drawcount { 0 };
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private:
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// types
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enum class rendermode {
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none,
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color,
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shadows,
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cabshadows,
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reflections,
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pickcontrols,
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pickscenery
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};
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enum textureunit {
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helper = 0,
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shadows,
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normals,
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diffuse
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};
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struct debug_stats {
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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 drawcalls { 0 };
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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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opengl_camera camera;
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rendermode draw_mode { rendermode::none };
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float draw_range { 0.0f };
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};
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struct units_state {
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bool diffuse { false };
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bool shadows { false };
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bool reflections { false };
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};
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typedef std::vector<opengl_light> opengllight_array;
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// methods
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void
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Disable_Lights();
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void
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setup_pass( 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
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setup_matrices();
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void
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setup_drawing( bool const Alpha = false );
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void
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setup_units( bool const Diffuse, bool const Shadows, bool const Reflections );
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void
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setup_shadow_map( GLuint const Texture, glm::mat4 const &Transformation );
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void
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setup_shadow_color( glm::vec4 const &Shadowcolor );
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void
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setup_environment_light( TEnvironmentType const Environment = e_flat );
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void
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switch_units( bool const Diffuse, bool const Shadows, bool const Reflections );
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// helper, texture manager method; activates specified texture unit
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void
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select_unit( GLint const Textureunit );
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// runs jobs needed to generate graphics for specified render pass
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void
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Render_pass( rendermode const Mode );
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// creates dynamic environment cubemap
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bool
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Render_reflections();
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bool
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Render( world_environment *Environment );
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void
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Render( scene::basic_region *Region );
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void
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Render( section_sequence::iterator First, section_sequence::iterator Last );
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void
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Render( cell_sequence::iterator First, cell_sequence::iterator Last );
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void
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Render( scene::shape_node const &Shape, bool const Ignorerange );
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void
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Render( TAnimModel *Instance );
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bool
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Render( TDynamicObject *Dynamic );
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bool
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Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
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bool
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Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
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void
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Render( TSubModel *Submodel );
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void
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Render( TTrack *Track );
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void
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Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last );
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bool
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Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false );
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void
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Render( TMemCell *Memcell );
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void
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Render_particles();
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void
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Render_precipitation();
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void
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Render_Alpha( scene::basic_region *Region );
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void
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Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last );
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void
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Render_Alpha( TAnimModel *Instance );
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void
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Render_Alpha( TTraction *Traction );
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void
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Render_Alpha( scene::lines_node const &Lines );
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bool
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Render_Alpha( TDynamicObject *Dynamic );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &Angle );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
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void
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Render_Alpha( TSubModel *Submodel );
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void
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Update_Lights( light_array &Lights );
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bool
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Init_caps();
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glm::vec3
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pick_color( std::size_t const Index );
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std::size_t
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pick_index( glm::ivec3 const &Color );
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// members
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GLFWwindow *m_window { nullptr };
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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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opengl_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_reflectiontexture { -1 };
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texture_handle m_smoketexture { -1 };
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GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
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// TODO: refactor framebuffer stuff into an object
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bool m_framebuffersupport { false };
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#ifdef EU07_USE_PICKING_FRAMEBUFFER
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GLuint m_pickframebuffer { 0 };
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GLuint m_picktexture { 0 };
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GLuint m_pickdepthbuffer { 0 };
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#endif
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// main shadowmap resources
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int m_shadowbuffersize { 2048 };
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GLuint m_shadowframebuffer { 0 };
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GLuint m_shadowtexture { 0 };
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#ifdef EU07_USE_DEBUG_SHADOWMAP
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GLuint m_shadowdebugtexture{ 0 };
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#endif
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#ifdef EU07_USE_DEBUG_CABSHADOWMAP
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GLuint m_cabshadowdebugtexture{ 0 };
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#endif
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glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
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// cab shadowmap resources
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GLuint m_cabshadowframebuffer { 0 };
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GLuint m_cabshadowtexture { 0 };
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glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
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// environment map resources
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GLuint m_environmentframebuffer { 0 };
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GLuint m_environmentcubetexture { 0 };
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GLuint m_environmentdepthbuffer { 0 };
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bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map
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int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face
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int 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
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// particle visualization subsystem
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opengl_particles m_particlerenderer;
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int m_helpertextureunit { GL_TEXTURE0 };
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int m_shadowtextureunit { GL_TEXTURE1 };
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int m_normaltextureunit { GL_TEXTURE2 };
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int m_diffusetextureunit{ GL_TEXTURE3 };
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units_state m_unitstate;
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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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// double m_pickupdateaccumulator { 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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glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f };
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glm::vec4 m_shadowcolor { colors::shadow };
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float m_fogrange { 2000.f };
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// 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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bool m_renderspecular{ false }; // controls whether to include specular component in the calculations
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renderpass_config m_renderpass; // parameters for current render pass
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section_sequence m_sectionqueue; // list of sections in current render pass
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cell_sequence m_cellqueue;
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renderpass_config m_colorpass; // parametrs of most recent color pass
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renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
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renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
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std::vector<TSubModel *> m_pickcontrolsitems;
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TSubModel *m_pickcontrolitem { nullptr };
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std::vector<scene::basic_node *> m_picksceneryitems;
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scene::basic_node *m_picksceneryitem { nullptr };
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glm::vec3 m_worldmousecoordinates { 0.f };
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#ifdef EU07_USE_DEBUG_CAMERA
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renderpass_config m_worldcamera; // debug item
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#endif
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};
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extern std::unique_ptr<gfx_renderer> GfxRenderer;
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//---------------------------------------------------------------------------
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